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Malta Business Review<br />
ENTERTAINMENT<br />
Why gaming<br />
might become<br />
the biggest<br />
thing in the<br />
history of<br />
entertainment<br />
By Toan Nguyen<br />
Sergei Fadeichev / Getty Images)<br />
When people think about entertainment they<br />
often think about shows. Shows on TV or shows<br />
on stage. A quick search on Google Images<br />
using the term ‘entertainment’ will suggest<br />
that entertainment is either a theatrical movie<br />
or a music concert.<br />
Let’ start with a personal confession. I am a<br />
millennial and yes: I don’t watch TV; I watch<br />
YouTube channels. I don’t know soap-opera<br />
actors, but I know Instagram influencers. I<br />
operate mainly based on different social media<br />
filters, hacks and algorithms. But the most<br />
disturbing thing you will probably read today is<br />
that I enjoy watching other people play video<br />
games online.<br />
Yes, I really do.<br />
I might even be sitting on my couch while you<br />
read this, watching other people play ‘League<br />
of Legends’, ‘Dota 2’ or ‘Counter-Strike’ on my<br />
big TV screen at home, which I initially bought<br />
for Netflix and Amazon Video. And there is also<br />
a good chance that I’m not by myself.<br />
Some friends of mine could well be there,<br />
too, passing round some snacks, because<br />
it’s obviously more fun to watch games and<br />
matches together. This might sound superweird<br />
to you, but think about it.<br />
How many people watch other people play<br />
traditional sports? How many people watch<br />
other people cook? How many people watch<br />
other people get naked and do stuff? Those are<br />
all phenomena that have been around for some<br />
time, right? So obviously there is something<br />
about watching others do stuff that seems to<br />
trigger people. And this holds true for gaming,<br />
as well, and — hell, yeah, we are talking about<br />
millions upon millions of people watching<br />
people play video games to win millions upon<br />
millions of dollars. Actually, you can win $20<br />
million for winning a single tournament.<br />
I’m a strategist who works in sports marketing<br />
and for the last four years I have been working<br />
with sports entities such as the German<br />
national soccer team, the German Olympic<br />
team, several Bundesliga clubs, a few select<br />
athletes and, of course, sports brands like<br />
Adidas, Reebok and sports sponsors like<br />
Mercedes-Benz. It’s mostly been fun, simply<br />
because it’s more fun to market a soccer<br />
team than Bavarian cheese, the next flavour<br />
of deodorant or a banking account (all been<br />
there, all done that). My older colleagues have<br />
always stated that working with cars is the<br />
supreme discipline in advertising. Well, maybe<br />
that used to be true<br />
But right now I am looking at 29 million<br />
hashtags for BMW, 12 million hashtags for Audi,<br />
39 million hashtags for Adidas and 69 million<br />
hashtags for Nike on Instagram. Without doubt<br />
traditional sports such as tennis, soccer and<br />
American football have been significant drivers<br />
of great marketing initiatives.<br />
I truly believe that sport as a platform is and will<br />
always be king when it comes to its potential<br />
to reach consumers. It is by nature a killer<br />
application, something with inherent strength<br />
and uniqueness through one particular factor:<br />
all its ingredients are engaging by default. No<br />
other platform can produce content on such a<br />
regular basis as sport; no other platform is as<br />
naturally tied to anticipated occasions like match<br />
days, cups or finals. Sport embodies the idea of<br />
community-building and loyalty in its fans. Sport<br />
is also emotional. It’s all about drama – winners<br />
and losers. Ultimately sport is about powerful<br />
things: humans and personalities. It’s without<br />
any doubt a powerful platform!<br />
But what would you think if I told you that there<br />
was something bigger than sports? When we<br />
talk about entertainment we ultimately have<br />
to talk about gaming.<br />
Yes, gaming.<br />
In fact, gaming might become the biggest thing in<br />
the history of entertainment. And I’m talking real<br />
money here: $108.8 billion in revenue in 2017.<br />
The market has been growing at an average<br />
rate of 5%, which represents roughly $5 billion<br />
a year. And things are getting more aggressive.<br />
The game ‘Call of Duty’ had a marketing budget<br />
of $200 million; the ‘Call of Duty Black Ops II’<br />
instalment, in return, generated $1 billion in sales<br />
within fifteen days of release. This game is moving<br />
more money than many Hollywood blockbusters<br />
— and it’s not alone. Titles such as ‘GTA, ‘Final<br />
Fantasy’ or ‘Pokemon’ series are all moneyprinting<br />
machines.<br />
Let’s go back to the beginning and the strange<br />
idea that certain people would watch other<br />
people playing video games. Why? Because<br />
it’s reality, and reality hits hard! We have seen<br />
kids watching make-up tutorials on YouTube.<br />
We have seen a range of digital-born stars on<br />
Instagram who may, sooner or later, change the<br />
entire fashion industry. And we’re now facing a<br />
time when it’s sport and entertainment that<br />
will be truly redefined.<br />
What if I told you that there is something<br />
like competitive gaming out there. There are<br />
professional teams, professional leagues and<br />
professional players who are playing video<br />
games for a living. This happens in stadiums<br />
around the world, most of them sold out,<br />
while companies such as Twitch (Amazon),<br />
Facebook and YouTube stream the games live<br />
with regular six-digit to seven-digit concurrent<br />
views. How would you feel about this fact:<br />
the world championship in ‘Dota 2’ has a<br />
prize pool of more than $20 million! For<br />
just one single event. All of this is driven by a<br />
strong and growing fan community. Fnatic, a<br />
London-based eSports clan, has more than<br />
1.12 million followers on Twitter alone! Faker,<br />
a South Korean ‘League of Legends’ player and<br />
something of a Lionel Messi of eSports, counts<br />
more than a million fans across different<br />
channels such as Facebook, Twitter and – most<br />
importantly — Twitch.<br />
Let me dive deeper into the subject, because<br />
there is a lot to tell. And, yes, there are a lot of<br />
prejudices when thinking about eSports, so let<br />
me address the three most common ones first.<br />
"No other platform can<br />
produce content on such<br />
a regular basis as sport<br />
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