With over 320 million fans worldwide, esports is fast becoming a billion-dollar mainstream industry. According to Newzoo, revenue from global esports was over $655 million in 2017 and is estimated to grow to over $1.6 billion by 2021.
TOTAL Esports (TES), a new entity under TSA, is set to provide TSA’s core and flagship services which have generated over US$ 500 milion for the traditional sports industry to the boomng E-Sports industry as well.
We believe that Esports is the next big thing in the sports industry and will, if not already, overtake traditional sports in terms of viewership and revenue.
The focus will be on:
- Revenue Generation for the E-Sports ecosystem:
- Sponsorship Sales
- Media Rights Sales
- Endorsements deals (Players/Teams)
- Target Partners:
- Investments in E-Sports
- Platforms (online/offline)
TRADITIONAL SPORTS AND E-SPORTS have a similar ecosystem in many ways. Both have dominant rights holders or publishers which control the “games”. The teams and players drive the ecosystem and make the games what they are, a popular form of entertainment for millions of fans who actively engage in the “sport/games”
IN THE SAME FASHION as we have been doing for 23 years for traditional sports entities, our job will be to generate new revenue streams for the E-Sports ecosystems and bringing Sponsor and Broadcast partners from traditional broadcasters to streaming platforms to our clients.
OUR ESPORTS PARTNERS
TSA being the leader in the Asian sports industry has already been actively working with Esports for several years. Current partnerships are:
Mobile Legend Bang Bang (Moonton) www.moonton.com – one of the top Mobile Games in the world (originated from China), with a huge following in ASEAN. We are working on sponsors and broadcasters for their platform and events in ASEAN
Raceroom www.raceroom.com one of the best Motorsports games with amazinggraphics (from Germany). Working on sponsors and events in ASEAN.
We have other contacts with major publishers like Blizzard, etc and are exploring partnerships with them for the region.
PROMOTERS / PLATFORMS
- ESL – www.eslgaming.com – one of the top promoters globally (from Germany), they run some of the biggest E-Sports events (focus on top end Gamers) – looking for potential sponsors for their events in the region
- Epulze – www.epulze.com – online platform from Europe. We are partnering with them to launch in Asean. Focused on grassroots gamers, mass participation in their online tournament platform. Very good online system which is scalable. Working on sponsorships to launch in Malaysia.
- Geek Fam (Malaysia) https://geekfam.asia/ – strong team from Malaysia. Looking at sponsorships. We are working with them to study the Team model to potentially acquire an existing team and/or create a team on our own.
- In discussions with various other teams and players from the regions
GLOBAL ESPORTS MARKET
Global Esports revenue will grow 26% by 2020 as it attracts a more mainstream audience.
“This increase will be fueled by a viewership projected to grow 12% each year and a swelling number of third-party investments.
In addition to receiving indirect revenue from investments, Overwatch and League of Legends are projected to grow their direct revenue by selling brand sponsorships, advertisements, tickets sales and team merchandise.”
INVESTMENTS, SPONSORSHIPS AND ADS
Advertisers and investors finally take notice of Esports access to key audiences, with contributions accounting for 85% of the worldwide market.
“Video game companies like Activision Blizzard, Riot Games and Valve continue to support their flagship Esports titles with player franchising agreements and larger prize pools. But a number of high-profile sports organisations and brands invested in the market for the first time, highlighting a growing confidence in its ability to break into the mainstream.
Advertisers and brands like The Kraft Group (owner of New England Patriots) and Mercedes-Benz are among the most notable, with several other sports teams and brands making financial commitments.”