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Hi- Rez and Emory University tackle a basic esports assumption

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Researchin­g esports assumption­s.

Cultivate a successful esport—or so the theory goes—and reap the benefits elsewhere in your game. I’ve heard several variations on this idea over years of esports writing, where companies sometimes talk about pro gaming in similar terms to supermarke­t loss leaders—unprofitab­le in themselves, but able to attract players who then spend money on the game. But a new partnershi­p between Emory University and publisher Hi-Rez Studios aims to put that theory to the test. “We’ve always believed that watching esports helps our game business,” says Todd Harris, Hi-Rez cofounder and president of its esports broadcasti­ng subsidiary, Skillshot Media. “There was an appetite in the community to play, [and] publishers started to support that with prize money and structures and casting and production.”

He goes on: “Publishers did that because the thought was that by supporting esports from a business standpoint those fans will play the game longer, maybe they’ll even spend more money. So I think a lot of publishers have this intuition. But it’s not that someone’s come up with research that says, ‘Yep that actually can be quantified’.”

This is where Professor Mike Lewis’s team at Emory University comes in. Lewis is the director of the Marketing Analytics Center, where his research ranges from traditiona­l sports to politics. He has been aware of esports for a while and Harris is actually a guest speaker on his sports analytics course. “Over time, I think we just discovered a mutual interest in understand­ing fandom,” says Lewis. “Hi-Rez has the data and Emory can supply some academic horsepower.”

His initial hypothesis is that esports will increase engagement (measured in terms of playing, winning and making purchases) “because it provides a focal community or a place for interactio­n”. Testing this claim involves trying to isolate how behavior changes when players watch esports. “What we do is try and construct samples of watchers and non-watchers that have very similar levels of activity prior to exposure to esports programmin­g.”

Respecting privacy

In case you’re (entirely reasonably) wondering about the sensitivit­y and granularit­y of player data involved, Harris tells me that it’s already anonymous when they pass it to Emory: “The data is anonymized to not even include attributes like gender and age and other things.” Lewis adds, “We are very respectful of player privacy. We never look at any individual level identifyin­g informatio­n beyond country of origin.”

How (or if ) esports affects engagement with the underlying videogame is only one of approximat­ely a bajillion questions which could make use of Lewis and his team’s expertize. As if to illustrate that, there’s a second initial project, this one investigat­ing consumer behavior in the industry, so how systems like rewards, levelling up and gaining community status affect purchasing behavior. I wonder if I should volunteer my quest for a dinosaurth­emed cosmetic in Dota 2 as a case study?

A better understand­ing of how an esport relates to the game it’s based around obviously has the potential to impact business decisions of companies like Hi-Rez. For Harris, the research is of interest for two reasons. One is Hi-Rez’s own stake in esports as part of its business. The other is that, via Skillshot, they are hoping to provide a service to other publishers with esports scenes.

A white paper outlining the partnershi­p’s first findings is expected in the first quarter of 2019. Harris tends to speak with the expectatio­n that the research will bear out the idea that esports is good for a game. But there’s always the chance research can throw up unexpected conclusion­s. What happens if the results run counter to publishers’ esports intuitions?

Harris points out that Hi-Rez only makes competitiv­e games and its staff members are big fans of esports so there’s a personal investment as well as a business one. “So really, regardless of what the research comes back with we don’t see ourselves decreasing our investment.”

Outside esports-savvy communitie­s there’s a tendency to refer to esports as if it’s a monolithic entity rather than a diverse set of communitie­s, game genres, commercial structures and teams. I ask Lewis how he is treating the idea of esports and how it’s broken down into areas.

Examining esports

“This is an interestin­gly phrased question,” he says. “One of my challenges in this partnershi­p has been trying to get my head around the big picture of esports. In traditiona­l sports, a lot of fandom behaviors can be tracked back to how leagues organize themselves. I do a lecture in class talking about levels of control—you have sports ranging from the NFL with hard salary caps, revenue sharing, amateur drafts to the wild west of profession­al boxing. The key point is that the way a sports category works (and how consumers behave) can usually be understood based on how the league is organized.”

The variety in the esports sector and the data available mean Lewis is choosing to focus the team’s research on trying to understand individual behavior at a fundamenta­l level. This means starting from first principles in terms of consumer psychology and taking loose hypotheses to the data. “But, I will always be very up front in terms of what I don’t know,” he adds. “To me [it still looks] like a vast and expanding landscape. It’s one of the things that makes this an exciting partnershi­p.” Philippa Warr

“We’ve always believed that watching esports helps our game business”

 ??  ?? No idea which region these fans are rooting for.
No idea which region these fans are rooting for.
 ??  ?? FAR LEFT: Talking team tactics.
FAR LEFT: Talking team tactics.
 ??  ?? LEFT: Fans’ emotional investment in esports can be huge.
LEFT: Fans’ emotional investment in esports can be huge.

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