It had been
more than three hours of tense, back-and-forth combat — projected across the
massive Jumbotron at San Francisco’s Chase Center — when the sellout crowd,
thumping together inflatable thunder sticks and yelling with excitement, sensed
victory was at hand.
اضافة اعلان
A South Korean esports
team, DRX, guided their video game characters into the home base of the rival
T1 squad and smashed its Nexus, a blue gemstone, to pieces, clinching this
year’s League of Legends world championship.
Fans roared their
approval, fireworks flared, the winners embraced, and the losers sobbed into
their keyboards. Executives from Riot Games, the League of Legends publisher,
presented DRX with diamond rings sponsored by Mercedes, celebrating the
pinnacle of the professional video game scene.
It was a perfectly
choreographed event, the kind of spectacle gaming publishers had promised
investors from the traditional sports world when they first pitched them on
putting their money into the rapidly growing esports industry in the mid-2010s.
Off to an
underwhelming start“I remember seeing a
team come out, and the fans were going crazy and asking for autographs. I
thought, ‘Oh, my gosh, this is just like our experience,’” said Zach Leonsis, the
son of Ted Leonsis, who owns the NBA’s Washington Wizards and the NHL’s
Washington Capitals. The younger Leonsis invested in an esports team in 2016.
But despite the
industry’s growth and appeal to the young consumers traditional sports owners
are desperate to attract, the money has not followed. Some sports owners have
soured on the industry’s short-term prospects after discovering that the
methods that make money in traditional sports — like building fan bases in
specific cities and striking lucrative deals with television networks — do not
always apply in esports.
Most have not yet
turned a profit or seen a return on their investments, and the gaming
publishers that control the biggest competitive leagues in North America, like
Riot and Activision Blizzard, are operating those leagues at a loss or just
beginning to break even.
People enter the
Chase Center for the League of Legends World Championship competition in San
Francisco on November 5, 2022.
Although major esports
events sell out buildings like the Chase Center and attract tens of millions of
viewers in China, tickets cost less than for traditional sports games, and far
fewer Americans are watching esports than the 12.4 million who watched the 2022
NBA finals or the 17 million the NFL averaged for 2021 regular-season games, a
difference that means less interest from advertisers.
Most critically,
leagues like the NBA and NFL earn billions of dollars each year through
broadcast deals with television networks, while many esports are streamed for
free on sites like YouTube and Twitch. Some early revenue projections included
anticipated broadcasting deals with Twitch and YouTube that were less lucrative
and consistent than expected.
“They certainly pitched us that the growth of these leagues would be meteoric, and we all drank the Kool-Aid.”
Of course, esports
investors did not expect the industry to supplant traditional sports in just a
few years. But some have still been underwhelmed by early returns.
“They certainly
pitched us that the growth of these leagues would be meteoric, and we all drank
the Kool-Aid,” said Ben Spoont, CEO of an esports organization called Misfits
Gaming, whose backers include the owners of the NBA’s Orlando Magic and the
NFL’s Cleveland Browns. “What has happened is that growth has not materialized
as fast as we had hoped.”
Growing painsThere are other
challenges. Most League of Legends competitions in North America take place at
Riot’s arena in Los Angeles, where many teams are based. That deprives esports
teams of a chance to make money hosting games or to build a fan base in a
specific region.
Teams on stage for
opening ceremonies of the League of Legends World Championship competition at
the Chase Center in San Francisco on November 5, 2022.
Activision aimed to
change that with leagues based on Overwatch and Call of Duty, its first-person
shooter games. Both would hold home and away matches, with teams located around
the country like traditional sports teams. Activision charged investors $20
million to join the Overwatch League.
But the league was
just building momentum when the COVID-19 pandemic forced it to cancel in-person
events. Since then, it has struggled to gain traction. Activision allowed teams
to defer fees to be in the league and is now helping teams cover their costs,
paying each of the league’s 20 teams about $1 million this year, according to a
person with knowledge of the league’s finances.
“We often say that we’re still in the leather helmet days of the NFL.”
“Even with the
recalibration brought on by the pandemic, we’ve had full arenas and record
viewership,” said Joe Christinat, an Activision spokesperson, adding that there
was “overwhelming enthusiasm” for the new Overwatch and Call of Duty games.
“Our fans want these leagues, and we remain committed to them.”
Investors have also
realized that game publishers’ incentives are not necessarily aligned with
their own. Publishers can afford to operate money-losing esports leagues as
long as they drive interest in their profitable video games, so they sometimes
prioritize growth over revenue. Riot, for instance, might hesitate to sign a
contract to broadcast League of Legends exclusively on YouTube or Twitch
because it would preclude viewers in China, where both services are blocked,
from tuning in.
Those kinds of
conflicting aims have at times led to tense negotiations.
When microtransactions
go macroGaming executives urge
patience. They say esports, popular for decades in Asia, are still nascent in
North America and should be thought of more as a high-growth startup than a
fully mature business. US viewers watched an estimated 217 million hours of
esports content this year, according to the data firm Stream Hatchet, up from
147 million in 2018. “We often say that we’re still in the leather helmet days
of the NFL,” said Naz Aletaha, Riot’s global head of League of Legends esports.
Fans play games
outside the Chase Center during the League of Legends World Championship
competition in San Francisco on November 5, 2022.
Many investors in the
space still believe esports will eventually become a dominant, profitable
industry. But in the short term, some are “very frustrated”, said John Needham,
Riot’s president of esports, adding that Riot has worked to convince investors
to embrace a different monetization model.
Although sponsorships
still make up a majority of revenue, a cornerstone of Riot’s strategy involves
microtransactions: selling recreational League of Legends players in-game items
for their characters that are themed around real-world esports events like the
world championship.
It sounds like a niche
revenue source, but early numbers have been eye-popping. When Riot hosted its
2022 championship event for Valorant, another esport, it made $40 million from
microtransactions alone. Half of that went to the league’s teams through a
revenue-sharing agreement.
“We were trying to accomplish as an industry what took the NBA 50 years, but we were trying to do it within a five-year time period.”
“This is where we’re
going to disrupt the broadcast revenue formula, because that scales,” Needham
said.
Finding a nicheFor now, the costly
endeavor of fielding competitive teams is simply a catalyst for the real
revenue-generating operations at many esports organizations. Prominent teams
like FaZe Clan and 100 Thieves have morphed into more general lifestyle brands
that offer viewers apparel and livestreaming entertainment. FaZe Clan, which
went public this year in what was seen as a bellwether for the industry, is
losing money and cutting costs as shares of its stock plummet.
Even Team Liquid,
considered one of the more competition-focused esports organizations, has made
much of its money elsewhere and now has nine separate sources of revenue,
including owning an esports encyclopedia website, said Mark Vela, CEO of
Axiomatic Gaming, Team Liquid’s ownership group.
“It’s a natural
evolution,” Vela said. “Everyone’s having to take a step back and seeing what’s
really working for us here.”
Team Liquid, which
took in more than $38 million in revenue last year, is not yet profitable, but
Vela, whose ownership group includes the Leonsis father-son duo, said esports
remain alluring because of the rare type of young, affluent viewer they
attract.
People dressed as
characters from League of Legends before the game’s world championship
competition at the Chase Center in San Francisco on November 5, 2022.
Spoont is also
optimistic long-term, but he is not willing to wait. In July, he sold his
European League of Legends team to a Spanish esports group for about $35
million. He said he was pivoting Misfits to focus on content creation, partly
because it could be another decade before competitive esports reach their
potential.
“We were trying to
accomplish as an industry what took the NBA 50 years, but we were trying to do
it within a five-year time period,” he said, referring to the many NBA teams
that were not immediately lucrative businesses. “Turns out that it doesn’t
happen.”
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