We cover the entire immersion cycle in the Esports market, from conceptualisation to the commercial relationship of the brand with its target.MORE ABOUT US +
We define concepts and design a strategy adapted to the Esports sector and the brand's capabilities.
We prepare a complete offering of products and services that respond to the needs of the Esports market.
To provide value-added solutions, brands must identify new opportunities based on customer interaction.
The different clubs and tournaments that operate in the electronic sports industry have mostly arisen from the competition itself, so they need to transform into business-like organizations to be able to manage the assets that they generate and take advantage of the business opportunities provided by the market.
Little by little, this process of transformation from the competitive field to a more business environment is taking shape in the development of a business strategy that allows establishing the operations that esports clubs and the competitions themselves must adopt to improve their capabilities and channel the new relationship models that will guarantee its survival in such a complex and versatile market.
Esports competitions, like the whole sector, are evolving towards much more sophisticated models that try to offer a response to the increasing professionalization of clubs and organizations that try to consolidate their income portfolio from tournaments that raise the general level of the game.
Models that reproduce franchise-based competitions such as those that we can see in the United States with the NBA, MLB, NFL, NHL and other leagues, are the object of desire of many developers that video games that see in this form of organization an ideal way to distribute in a much more equitable way the benefits that this type of competition can generate in terms of sponsorships and broadcasting rights. In addition, only the clubs with the greatest resources will be able to participate in this type of league to ensure a level of entertainment in line with the economic figures they handle.
Therefore, we are witnessing a series of initiatives that want to consolidate ways of competing that until now were reserved for elite environments and that little by little are going to establish themselves in an industry that we remember is linked to entertainment.
Brands, consumers and the entities and competitions themselves are still getting to know each other and trying to find a way of relating that goes beyond the traditional model. We know that as with the sports industry, sponsorships represent the main source of income for organizations that focus their activity on esports.
However, and given that esports go practically hand in hand with New Technologies, the ability to measure, segment and offer very specific information on the profile of the community that surrounds an institution in the sector, will be crucial when it comes to establishing solid and stable sponsorship agreements over time.
If we look at which companies are the ones that sponsor the main esports leagues in the world, we will see how brands are not always looking for an immediate return to their support but that many of them are still determining how to connect with their target audience efficiently, but to This is necessary to establish the bases that allow analyzing and making decisions based on the data obtained.
The media in electronic sports, along with sponsorships, are one of the environments that will have the greatest impact in the sector in the coming years. The transmission of events, tournaments and other competitions, as well as the creation of high added value content is being the expansion model that the media are adopting to become a key axis to connect brands, teams and fans.
Electronic sports have their own means of transmission and distribution of content since traditional media, even some of those that operate over the Internet (OTT), are still analyzing everything that happens in esports and will probably adopt a different strategy to that of traditional organic positioning since platforms such as YouTube or Twitch or even many others that we can consider endemic have taken the initiative and will hardly lose their privileged position in the industry.
The battle for audiences will have a scenario that will more closely resemble a market for buying and selling transmission platforms already established in the electronic sports sector, a strategy that will fit much better in the aspirations of the communication giants at the level. global.
If there is something that characterizes the financial field in esports, it is the parallelism that may exist between this industry and the birth and consolidation that social networks starred in their day. Investment funds are indisputable protagonists and key figures in the development of the electronic sports sector in the medium and long term.
Many companies and capital firms are investing in esports organizations and initiatives following the same maxim that they once applied on social networks, a strategy that leads them to finance projects without a clear business plan, but with the conviction that sooner or later the industry would develop exponentially.
Concerning esports clubs, managing an initiative of this caliber from a financial perspective presents many similarities to an entity linked to traditional sport since there is a very large emotional component linked to each of the decisions that may be made. take and affect the organization. In this case, investment funds play a fundamental role for the time being in granting economic viability to certain decisions that are taken from a strategic perspective, but that scenario may soon change if the projects related to the esports sector do not begin to show signs of success. be able to be economically viable.
The competitions must also begin to be organized according to criteria that guarantee their continuity in the medium and long term since at present it is the publishers who are bearing the burden of assuming a large part of the costs associated with that organization.
This quick guide to the esports sector is inspired by the book "Esports, Good Game. everything you need to know to understand esports", published by Juan Carlos Navarro, CEO of MarketinLife. You can broaden your vision of a sector full of opportunities by buying the book on Amazon.
The book is available in English in ebook and paperback at Amazon UK, Amazon USA, Amazon Canada, Amazon Australia, Amazon India, Amazon Germany Amazon Netherlands, Amazon France and other countries. Please check your region.