HOW GAMING BECAME A $180 BILLION INDUSTRY - Abhidyu Adukia
The E-sports industry has been growing at
an unprecedented rate. In 2017, according to SuperData, gaming had more viewers
than HBO, Netflix, ESPN, and Hulu combined. According to KPMG, gaming
became the most profitable media sector in 2020, with revenue of 180 billion
dollars, which is more than the combined revenue of movies and sports, all
thanks to YouTube Gaming and Twitch. This clearly suggests that the E-sports
sector could soon be larger than the most prestigious sports leagues in the
world. In the coming future, we could see Drake courtside cheering for some kid
in an E-sports event.
The first thing to comprehend is the
distinction between E-sports and gaming. It is the most common source of
misunderstanding. In the field of video gaming, anyone who plays games on an electronic
device is considered a video gamer, but E-sports is a distinct category of
gaming, similar to the NBA, La Liga, and the IPL. It's as simple as the
difference between playing Gully cricket vs playing IPL.
Just like the IPL, the E-sports sector has
a number of stakeholders who put their money into it in the hopes of getting a
good return in terms of money, visibility, and entertainment. The stakeholders present
in this giant industry are: Developers, Publishers, Leagues, Players, Streaming
platforms and Fans. The first set of stakeholders who actually bring the game
to life are publishers and developers. They
are either the same organisation taking on both roles (eg: Epic games) or they
share a principal agent relationship where in the Developers work for the
Publishers (eg: Tencent & PUBG). Below these two we have the third
stakeholder, the Leagues (similar to IPL). The publishers and leagues share a
symbiotic relationship where the publishers give them money to host various
tournaments while in return the leagues offer them popularity and viewership
which translates into revenue. Some of the biggest events organized for the
games of Fortnite and Dota had prize pool upwards of $30 Million. The next
stakeholders are the players themselves. They are the one who play events to
win prize money, earn popularity and generate sponsor interests. Now, the most
influential stakeholders in the group who are the streaming platforms such as YouTube
gaming, Twitch, etc. Here, players ranging from amateurs to world class
professionals display their gameplay to attract viewership. Finally, the last
stakeholder who give meaning to the industry itself, the fans. They are the
ones who play the games and even show up at events and tune in to the streams
of professionals. More fans translates to more visibility which translates to
more sponsors which ends up resulting in more money for everybody. This is how
the gaming industry operates.
During the initial years of gaming when
games like Counter Strike dominated the market, all games were purchase to
play. Not only that, the setup cost in terms of the hardware required to play
these games were very high. This is easily visible within the Play Station
ecosystem. Now, the industry is going a paradigm shift. There are 2 new models
called Freemium model and cloud gaming which have transformed the gaming
industry into the giant we see today. In the Freemium model, the game itself is
free to download while the main source of revenue is the in-app purchases
(mostly in the form of Battle pass). In the case of PUBG, not only can the game
be downloaded directly on your phone for potentially zero setup cost but also you
can spend money on the Battle Pass which helps in unlocking cool looking skins
for guns, characters, etc. By doing this, the visibility of the game is
multiplied. In India alone, millions of people downloaded the game. I believe
that PUBG wouldn’t have been this popular if it was a paid game. Now, in the
cloud gaming model, fellow gamers can play games on any device they can
imagine. A game like GTA 5 which requires very high graphics couldn’t be played
on a phone but with the magic of cloud gaming, GTA 5 runs smoothly on any
phone.
Seeing such shifts in the industry, it will
become easier to play heavy graphic demanding games. This will increase
visibility which will translate into revenues for publishers. Being an avid
gamer, I am really looking forward to more such developments.
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