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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 />

34

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