"In the past ten years, how consumers “consume” content has drastically changed. People not only enjoy watching each other instead of professionally created content but they have the increasing desire to create, share and ultimately be part of the experience. The explosive growth of e-Sports and the success of sharing game video content illustrates this more than anything else. Competitive gaming is a spectacular phenomenon that is changing game publishing. Valued at $748 million, most of the worldwide revenues today come from advertisers and corporate sponsors. But e-Sports also offers publishers an opportunity to expand the touch points around their games and give fans news way to engage with their favorite characters and enter into a deeper experience.
The eSports enthusiast is extremely valuable for big brands, digital media providers & hardware manufacturers alike. Participants & viewers are more likely than the total population to have a Netflix or Spotify subscription, to have a high income, a full-time job and to shop more frequently. This target group is also much more likely than other gamers to spend big on the latest hardware devices including gaming peripherals. While top players can earn millions in prizes, only 40% of professional players make a living off of gaming. Since prize pools only go to a small portion of teams, most players earn a modest salary ranging from $12,000 to $40,000 a year. Players are required to practice eight hours a day, but can drill up to 16 hours a day before a major event. Low salaries contribute to a high burnout rate, as many players quit to pursue other careers.
The growth of the market is unstoppable, but we may be in front of a clear example of ""dead by success"". The e-Sports industry needs to get professionalized in many terms. After 9 months of previous research and additional 6 months thank to EU SME, Fluzo Studios has taken a step ahead and entered in the eSports with it a new strategy, based on 3 main pillar, being Fluzo.Tv the technical support for this vision, a SaaS streaming platform. The main implications of this vision are:
- B2B model for advertising, with an innovative BM sharing % of income with developers, teams & leagues, in order to ensure longevity of all stakeholders taking part in the eSports lifecycle
- Training for players to become pro-gamers and make a professional career, helping generate job position
- Generation of Big Data to give useful info to all stakeholders of industry.
Our business model & platforms professionalizes the industry, ensuring a sustainable industry and the existence of stakeholders:
- Publishers / developers maximize the profits from their development, making the industry stronger and robust to last for decades
- Teams: survive their stars, can compete in equal conditions generating more interest and increasing spectacle.
- Leagues: can organize better competitions, with more features, greater quality and more teams, which again implies a greater spectacle.
- Spectators: have more leagues, more teams, bigger competitions, a bigger offer of quality content, the chance to become professional or even winning money watching their favorite spectacle"