first week - January 17th Week 1 Esports Gaming Streaming Esports Al Michaels traded from ABC to NBC for Oswald the rabbit because he was opposed

first week - January 17th Week 1 Esports Gaming...

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January 17 th Week 1 Esports Gaming, Streaming, Esports Al 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 24 th Week 2 Publishers Fortnite official high school sport thanks to PlayVS NHL gaming challenge when players pair with celebs Guest speaker Luke Hoffman works at EA Answers 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 revenue Esports ecosystem- publishers take 2/3 of the ecosystem, very big part of it 47% of revenue is mobile gaming, 25% PC, 28% console MIDTERM QUESTIONS ON %’S Big 4 publishers Valve o Founded 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 sales Activision/Blizzard o Founded 1991, 9,500 employees, games cost between 19.99-59.99, 6.6b revenue 2016, 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 o Business 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) o Building blocks for growth is core interactive, Esports, and digital advertising Riot games o Founded 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/day Epic games Key partners (MID TERM QUESTIONS) 1. Video game production and distribution/ intellectual property
2. Consumer products 3. Film and tv/ content production 4. Esports Porter’s 5 forces: Publishers Potential new entrants (good. Could come in from smaller player) Suppliers (growing Buyers (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 31 st Week 3 Collegiate Esports Guest speaker Kurt Melcher works at Intersport UCI is the biggest and first public university to create esports program Tespa-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.

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