European telecoms firms
pin hopes on 'Esports' video game gladiators
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[June 02, 2017]
By Andrés González
MADRID
(Reuters) - Marcos Ochoa has just landed the dream job for many young
Europeans: he is being paid to play video games.
The 27-year-old Spaniard, whose internet nickname is "Aeroz", is a
rising star of the Esports, or video games competitions that are played
online or even in sports arenas.
With championships watched by crowds of fans similar to traditional
events like the NBA basketball finals or soccer World Cup, telecoms
firms see Esports as a way to lure younger clients and brand themselves
as digital companies rather than merely providers of phone services.
In April, Ochoa and four teammates signed a deal to become Vodafone's
official squad in Counter Strike, a game where the player can tackle
terrorists trying to take hostages or carry out a bombing.
Vodafone, along with European rivals Telefonica and Orange, are
investing in building up the industry by creating teams, TV channels or
leagues.
With global revenues of $500 million in 2016, Esports remain financially
tiny compared with the combined $450 billion income of the film,
television series and sports industries in which those firms already
compete for the best distribution rights.
Ochoa earns in a month what a top soccer player might make in an hour,
and the telecom firms still need to build a business model able to bring
in significant revenue from young people accustomed to consuming online
products largely for free.
But according to data compiled by JP Morgan, the number of Esports fans
is forecast to grow more than 50 percent by 2019 to 500 million people
globally, generating revenues of $1 billion. Industry experts see a
potential for a $10-20 billion market eventually.
Already numbers are expected to challenge audiences even for American
Football's premier event, consultancy Deloitte said.
"This year, an Esports event could get more audience than the Super Bowl
and in a near future land more revenue for image rights," Deloitte said
in a report published last month.
Spain is a leading market in Europe, offering more of the fast fiber
optic connections which video gamers and spectators demand than Britain,
Germany and France combined as well as easy access to millions of
players in Latin America.
Its Liga de Videojuegos Profesionales (LVP), or League of Professional
Video Gamers with 60,000 daily viewers, is the world's third-biggest
after the United States and South Korea.
It was bought last year by Spanish sports rights firm Mediapro, which
also owns the La Liga football rights, and is sponsored by Orange.
Telefonica, meanwhile, launched in January on its premium TV platform
Movistar+, a 24 hour channel broadcasting the best competitions and has
created its own team, Movistar Riders, which competes with Vodafone's
G2, in which Ochoa plays.
UNDER-MONETIZED
None of the three companies has disclosed how much they have spent so
far in Esports but Ignacio Martinez, who oversees Vodafone's Esports
strategy in Spain, says it is the first time since he joined the
industry 15 years ago that he sees telecoms companies rushing into a new
market this way.
Martinez says his two squads which play Counter Strike and League of
Legends, a game where players fight each other, receive support from
fitness coaches, psychologists, physiotherapists, project managers and
technical directors, like any professional football or basket ball team.
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Members of Movistar Riders ESports team pose inside their changing
room at Movistar ESports Center in Madrid, Spain, June 1, 2017.
Picture taken June 1, 2017. REUTERS/Sergio Perez
"It's a natural place to be for a telco because without a good fiber or
mobile connection, you cannot play or watch. We're targeting a rising
audience of digital natives who are extremely active on social media and
influence their parents on which telecoms services they should buy,"
Martinez said.
The return on an investment seen in the ball park of the tens of
millions of euros is potentially huge - and quick.
According to the data from JP Morgan, an Esports viewer generates $3.3
in revenue compared with $44.1 on average for U.S. professional sports
leagues such as NFL or NBA.
And at the current growth rate, Esports could reach in just 10 years
monetization levels that took 50 years to achieve in traditional sports.
WILD WEST
Yet, for many investors, Esports remains a wild west where different
publishers, such as Activision, several event organizers, various
platforms and dozens of different teams and leagues compete with almost
no rules.
Spain's LVP for instance showcases seven games, including hits League of
Legends, warfare game Call of Duty and soccer game FIFA, but not Counter
Strike, which belongs to the rival ESL league. Spain is also home to two
additional leagues.
This fragmentation signals the problems ahead for telecom providers in
persuading gamers to part with their money, such as with
"micro-payments" - small sums for add-on features which at the moment go
typically only to the games' publishers.
"Revenue right now primarily comes from sponsorship but we're moving
into a new revenue generation model based on content and
micro-payments," said Ignacio Fernandez-Vega Feijoo, director of
strategy for Movistar+.
The arrival of professional sports teams could accelerate this
transition as they bring a bigger audience, know-how and money,
especially to pay players.
Paris Saint-Germain, Manchester City, Valencia CF, Schalke 04 and AS
Roma are among the soccer clubs which now have Esports teams. Next
season, the U.S. basketball league NBA will also sponsor a digital
league with 17 of its 30 teams.
Vodafone's Ochoa, says he could have not taken the plunge to become a
professional player just two years ago.
He currently earns close to 1,000 euros per month to be the "support" in
his Counter Strike team, a back-up role for the player who shoots the
enemies.
While a modest salary compared with traditional sports or even the top
global stars of the Esports who last year made close to $2 million, it
is in line with the average wage for a Spaniard of his age.
"Before, my family used to tell me 'stop wasting your time playing games
and do your homework'. But now, everybody wants to make money out of
it," Ochoa said.
(Editing by Julien Toyer and David Stamp)
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