January 17thWeek 1 EsportsGaming, Streaming, EsportsAl Michaels traded from ABC to NBC for Oswald the rabbit because he was opposed to cable and only liked broadcast (over the air)Follow the $$$January 24th Week 2 PublishersFortnite official high school sport thanks to PlayVSNHL gaming challenge when players pair with celebsGuest speaker Luke Hoffman works at EAAnswers for quiz, 1 billion activision, more involved for control, cod was in Minnesota, how to make path to pro more viable was first problem, steam was competitor, free to play makes 80% of revenueEsports ecosystem- publishers take 2/3 of the ecosystem, very big part of it47% of revenue is mobile gaming, 25% PC, 28% console MIDTERM QUESTIONS ON %’SBig 4 publishersValveoFounded 1996, private-held, 325 employees, produced international with $30 million prize pool (DOTA 2 -defense of the ancients-), they own steam store which is 50% of all pc game salesActivision/BlizzardoFounded 1991, 9,500 employees, games cost between 19.99-59.99, 6.6b revenue2016, 450 MM monthly avg users, CEO Bobby Kotick is longest tenured head of any publicly traded company, owners of World of Warcraft, COD, Guitar Hero, Candy crush, overwatch oBusiness Model: Strategic focus on franchises (ex. Marvel, Star Wars) create content which will drive engagement, giving in-game revenue, and that hires people to improve and enhance content/technology (reinvest) oBuilding blocks for growth is core interactive, Esports, and digital advertisingRiot gamesoFounded 2006, owned by Tencent Holdings, 2,500 employees, one game only which is League of Legends earned 1.6 billion in rev 2016, avg player plays 30 hrs/month, 8 MM concurrent players/dayEpic gamesKey partners (MID TERM QUESTIONS)1.Video game production and distribution/ intellectual property
2.Consumer products3.Film and tv/ content production4.Esports Porter’s 5 forces: PublishersPotential new entrants (good. Could come in from smaller player)Suppliers (growingBuyers (growing good, bad releases can cause damage)Substitutes (lots of them, employees)Competitive rivalry (because esports is growing, less competition b/w rivals in the aggregate)January 31stWeek 3 Collegiate EsportsGuest speaker Kurt Melcher works at IntersportUCI is the biggest and first public university to create esports programTespa-network of college clubs to promote gaming culture and host best esports events/competitions, 270+ chapters across North America, 102,000+ tespa members/alumni, only compete in blizzard competitions, Texas Esports Association. Largest operator of collegiate esports leagues.