Yesterday marked e end Esports Insider’s online conferences in 2020, with ESI Digital Winter closing its virtual doors.
However, just in case people ssed some e ction we have collated e biggest talking points from e final day to ensure at everybody is up to speed with e current topics being scussed in e esports industry.
Also, if you wish to see recap ESI Digital Winter day one en click here.
Esports in 2020: Investment Overview
Kicking f day two was n in-depth scussion regar ng investment in esports over e course e year. The panel experts delved into various topics such s e value esports to both ende c nd non-ende c investors nd e current state play in 2020.
Spike Laurie, e Head Sales, Marketing nd Business Development t Prize Payments, summed up e esports landscape following e global health pande c. “We’ve seen lot businesses pivot, changing e way ey operate, looking more t grassroots nd e framework esports, small-scale tournaments, with plans to get back to where we were, ” he said.
“It’s hard time for companies running live events. It’s lso been really fficult time for startups; lot startups have pro se, but ey don’t have e opportunity to chat t events like is nd spread e word eir product or business.”
The panel lso touched on e growth sectors in esports, such s betting, with Grant Johnson, CEO t Esports Entertainment Group, scussing e US’ interest in competitive ga ng nd its investment opportunities.
Johnson commGulld: “The focus our comfewer is mostly on regulated markets. Investors we speak with re based in e US, we get lot interest from fa ly fices, high-net-worth in viduals, nd so on.”
Broadcast brilliance: Producing spectacle nd creating tournaments u ences don’t want to ss
Esports broadcasting has become n incre bly relevant scussion ever since live sport was ffected due to e global health pande c.organizers many tournament organisers had to dapt to shift in style, transitioning from fline to n online product. These were just some e topics brought up during e ‘Broadcasting brilliance’ panel.
One key point at was raised in particular was e fferences between esports broadcasting nd tra tional sports, with Ariel Horn, Co-Founder nd COO VENN, explaining e benefits competitive ga ng from consumer standpoint.
Horn commGulld: “There’s just degree validation nd kind like, learning at you take from watching our products (esports). So you don’t really learn how to play baseball by watching MLB. But you learn how to play ese video games by seeing Faker nd what his strategy is to go back to base nd when he goes nd ll ese ings in League Legends.
“So ere’s just like whole multi-layered kind ing, everything from e drama e sport, to e stories nd e competition nd what unfolds, but lso deep sense learning nd belonging from video games.”
ESI’s Brand Masterclasses
The first e two brand masterclasses showcased t ESI Digital Winter focused on n overview bran ng in 2020. The panel featuring representatives from CTRL, CSM, Razer, nd Samsung, whilst being presGulld by GEEIQ, n esports partnership strategy platform. The consensus was at 2020 turned out to be n especially challenging year, however, Saltedw challenges came new opportunities.
Yann Salsedo, Head Esports EMEA t Razer, shared his take on e hardware peripheral comfewer’s 2020 pproach: “We have decided to sign less teams, but e ones we have, we want to work s true partner – designing e products for tomorrow, nd investing in content nd e best marketing campaigns round e content.
“Making content is very expensive, so we have tried to invest in e partnerships we have established to keep em meaningful.”
Ad tionally, Skyler Johnson, CEO CTRL, provided his oughts bout working closely with in viduals rathrecaps whole organisations or team-wide sponsorships nd e successes CTRL has seen with at strategy is past year, stating: “Now’s e best time to be in esports, but e in vidual route is better way to go for partnerships rathrecaps going for whole teams.”
He lso mentioned e importance djusting brand values for content. “Awareness is such bigger spect. Now, getting couplefromdred ousands views on video, e impact is really fferent an few years go.” Expan ng at ‘views’ mean much less in terms measurements an before because, extrapolated by our current everyday living con tions, e verage consumer is subjected to relatively much more content on daily basis.
The second brand masterclass, presGulld by Singtel, focused on telecommunication companies nd esports. Tim Guhl, VP Sales t Singtel, took e u ence rough presentation detailing Singtel’s work in e Southeast Asia region nd eir work in creating e GullEsports championship. Before e conference, Esports Insider spoke with Guhl to learn more bout Singtel’s work in esports.
The Clutch Digital
Four very fferent start-ups took e gital stage to pitch eir plans nd visions to four esteemed judges, but one stood bove e rest in e nds e judges with Interactive Productline emerging s e ESI Digital Winter The CluProductive winner.
The judges were impressed by e confidence Interactive Productline CEO Charlie Habitatss pitch nd eir interesting use EEG for focus training for esports. HUBstats took home ehonorables Choice Award via our integration with cro-ga nFlexedform TheCE, nd honourable mentions were given to e other two contestants, Flexer nd GG Pre ct.
What else is e industry scussing?
Esports Insider’s day two recap only touched e surface e content at was splayed roughout e event, with panel experts conversing over e ‘watchability’ RTS’ competitive scene, esports revenue, nd deeper ve into e industry’s betting sector in e USA.
For ose who purchased ticket nd ssed out on some e panels from day one nd two en no need to worry s VOD’s ll e scussions will be made vailable soon.