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Home / SmartTech / How to use new monetization models to reach new heights (VB Live)

How to use new monetization models to reach new heights (VB Live)



Money is pouring into esports and companies are taking note. In this special VB Live event, our panel of experts will discuss traditional monetization methods, and more importantly, new approaches to engaging audiences revenue, and more.

Register here for free.


In 2017, the esports audience boomed, reaching 143 million viewers both live and on platforms like Twitch. Viewership for last year's League of Legends championship alone was 58 million.

The total number of esports enthusiasts is about to increase, all the way up to 250 million in 2021. Unsurprisingly, the esports economy is booming right alongside, raking in $ 905.6 million this year and expected to surge up to $ 1

.4 billion by 2020.

So it's the fast growing sport in the world, with a huge, engaged, incredibly high-profile audience that's ripe for the picking.

It's also a global audience. Companies and investors are sitting in front of them and they are making a lot of money. The esports craze started in South Korea and spread across Asia; Nowadays there are a lot of new potential markets and opportunities for capitalizing on the enthusiasm in every country.

So far, investors and brands have relied on traditional broadcast models to tap into the revenue potential. In South Korea, electronics giants like Samsung have sponsored individual athletes. In the west, Red Bull, known for backing professional athletes in traditional sports, sponsored an esports player from Illinois, who goes by the intriguing handle NaDeSHoT.

The franchise model is also popular with brands sponsoring entire teams, investing in both visual advertisement and integration with the esports experience and the games themselves. Coco-Cola launches a partnership with Riot Games, developer of League of Legends, back in 2014, and started to widen the audience with livestreamed games at Cinemas Cinemas and extended social presence.

Riot Games is big on the franchise model So, partnering exclusively with BAMTech, owned by Disney, in a $ 300 million deal. MLB, WWE, and HBO events.

There are other big players in the game, including Activision Blizzard, with his Overwatch League, and the NBA, partnering with Take-Two Interactive for its own personal esports league.

But why is the most innovative, tech-savvy, forward-thinking industry staying in the past, by mirroring all these traditional broadcast techniques?

Want to learn more? Join our panel of industry experts and technology specialists, who are discussing where the money is coming from, where it's going, and how the existing business model is about to get disrupted in real time! [19659013Donotmissout!

Register here for free.


Attend this webinar and learn:

  • How the current esports model stacks up against traditional sports, and where the money is coming from now

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    • The difference between formal esports and personalized broadcasting
    • Speakers

      • Jonathan Singer Industry Strategist, Akamai Robb Chiarini Director of esports, NCSA at Ubisoft
      • Dean Takahashi Lead Writer, Gamesbeat
      • Kent Wakeford Co Founder and COO, Gen.G [19659024SponsoredbyAkamai


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