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I recently sat on a panel for gaming website Pocket Gamer that was focused on esports and the Olympics. We were debating whether esports were filling the gap in sporting events, including the Olympic games, which have been paused due to the COVID-19 pandemic.
It was an interesting conversation that started out like most esports panels. The only difference here is that instead of the typical question, “When will esports catch up to traditional sports?” it was, “Will esports become mainstream enough to make it into the Olympics?” A slightly different question, but the same sentiment: The international games are one of televised sports’ marquee events, and esports companies hope to earn a seat at the grown-up’s table.
In truth, the Olympics have been dropping in ratings relatively steadily in the U.S. for a long time. The only Olympic games that scored in the top five ratings going back to 1992 were the Salt Lake City Winter Olympics, presumably because they were held in the United States. Overall, viewership has been declining in recent years and the games don’t hold the prestige they once did.
Additionally, audiences are slowly becoming worth less and less to advertisers because the age of the average viewer is rising rapidly, a trend we are seeing in almost all traditional sports.
I doubt it would surprise anyone to learn that the average age of almost all traditional sports viewership skews older than esports’ audience. Even then, I think the actual data will be quite surprising. Only one professional sport (women’s tennis) actually saw its average viewers age come down in the last decade or so. Even in that context, the average age of a Women’s Tennis Association home spectator is 55 years old.
The average age of esports viewership looks to be around 26 years old. Think about that from a marketer’s perspective. Traditional sports are just missing young people, by a wide margin.
But there are more factors at play than just a lack of interest from millennials and Gen Z driving this trend: There’s also a question of access.
The IOC made the decision in recent years to stream the Olympics (the way most younger people consume content), but it capped the ability to watch online to 30 minutes if viewers didn’t sign in with their cable company (a relationship many millennials don’t have) to continue watching.
Additionally, the IOC made the laughable decision to “ban” GIFs with the press covering the event, which qualifies as one of the more stupid things a governing body has ever tried to do. First, it won’t work. Secondly, and more to the point, it demonstrates how out of touch the IOC is with the ways in which media has evolved in the last 20 years.
However, unlike the Olympics, where no corporation owns the rights to volleyball or the pole vault, all esports companies own the IP associated with the game itself. That means, by default, the IOC would not have carte blanche when making decisions about how to represent the games, programming, licensing rights and other factors it has enjoyed for a long time.
Finally, it’s worth noting that the IOC doesn’t like the idea of “violent” games being added to the Olympic roster. It would prefer to see current sports transformed into virtual competitions. But anyone who knows anything about esports understands that this isn’t how esports works. Before a game ascends to esports royalty, it needs to be a good game. If nobody plays it, it’s unlikely anyone will want to watch it.
Secondly, it has be digestible as a viewing experience. World of Warcraft Arena is a game that draws a lot of players, but it’s almost impossible to know what is going on unless you’re an expert at the game or you have a godly shoutcaster who can translate the on-screen action. You can’t make track and field an esport and hope audiences will want to watch.
The IOC has taken steps to try and stave off declining youth viewership trends by adopting sports considered “young” in the past few years. Five sports recently added to the Olympic games include:
The baseball/softball addition notwithstanding, I think you would have to live under a rock if you thought that competitive sport climbing held a candle to Fortnite or League of Legends in terms of generating youth interest. Frankly, this seems like an idea that came from an old person trying to find a way to “get the kids back.”

To the IOC’s credit, it has begun to hold panels and conferences with esports experts and game publishers, but the deals that will come from these will look REALLY different than what they are used to. It seems to me that we have a long way to go here.
For my part of the panel, I argued that the Olympics need esports much more than esports need the Olympics. Media companies are only going to overpay for broadcasting rights for traditional sports for so long. At some point, someone is going to notice that the “inside the demo” group isn’t there and move on.
The thing that esports CAN get from the Olympics is understanding a better way to monetize its audience, something that the Olympics do well and esports doesn’t do well right now. A report from Goldman Sachs shows the audience size and monetization based on that audience, showing that esports dramatically underindex on monetization relative to their more established sports league equivalents. It is clear that esports is immature from a monetization perspective and, while the Olympics aren’t on this chart, I would assume that it punches WAY above its weight, much like MLB does, trading on its reputation more than on actual results these days.
The IOC should act fast, though. It won’t be long until esports figures this whole thing out and once they do, the Olympic games won’t have anything to offer this emerging media powerhouse.
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The COVID-19 pandemic has wiped out the spring seasons for professional sports and associated revenue for TV networks, but esports is filling part of that void.
Gaming companies behind titles licensed by each major league are the winners in this unexpected shift; Electronic Arts (EA) is first among them with FIFA, Madden NFL, NBA Live and NHL in its EA Sports portfolio and more than 100 esports events planned for 2020. The way EA, networks and sports leagues are responding to production challenges in this crisis will reshape the esports market going forward.
Millions of people sheltering in place has created a breakout opportunity for esports broadcasting:
In late March, 900,000 viewers tuned into Fox Sports for Nascar’s iRacing series, with 1.1 million watching in early April; the network has also broadcast Madden NFL tournaments with NFL commentators and athletes. ESPN is televising NBA players facing off against each other in NBA 2K (by Take-Two Interactive) and pro drivers (and other pro athletes like Manchester City striker Sergio Aguero) are racing each other in Codemasters’ F1 2019 game. ESPN has broadcast competitive play of non-sports games with League of Legends (by Riot Games) and Apex Legends (by EA) tournaments.
To be clear, ratings for these events have varied widely, but networks and game companies are rethinking how esports is broadcast, which will advance its pop-culture appeal.
Esports is a massively popular activity with its own large piece of turf in pop culture, but it hasn’t secured a central role. Research firm Newzoo pegs the global audience of “esports enthusiasts” at 223 million. But unlike soccer and basketball, esports is siloed because it caters to viewers who are generally avid gamers. The action is extremely fast, so commentary by a streamer rarely helps outsiders understand what is going on enough to become engaged.
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Sleeper is widening its ambitions to esports as the arena sports world goes into hibernation amid the COVID-19 pandemic.
While CEO Nan Wang has high hopes that the upcoming NFL season can proceed amid the pandemic, he’s hoping to expand his fantasy sports app’s appeal to gamers by launching support for the intensely popular title League of Legends. Wang says that esports support was always in the cards, but that its rollout was never supposed to come this early.
“Originally, the goal was to do arena sports and then strategically select esports that we thought would be big market opportunities,” Wang says. “In the absence of sports, it becomes easier for us to push something that was further out on the roadmap.”
As Sleeper looks to push beyond its 1 million active users, the company is bulking up on funding reserves. The fantasy sports app has closed a $20 million Series B funding round led by Andreessen Horowitz. Kevin Durant, Baron Davis, JuJu Smith-Schuster and Twitch CEO Kevin Lin are also recent investors. In August, the company shared it had raised a $5.3 million Series A led by General Catalyst.
For now, all of Sleeper’s services are free and there aren’t immediate plans to change that. Wang says that delayed and canceled seasons of arena sports is likely going to push out the company’s timelines for beginning to generate revenues.
Sleeper’s investors have hailed the startup as leading the way among a new class of vertical-focused social networks.
“The next social platforms are going to be vertical and look a lot more like games, offering deeper engagement than broad social networking platforms. Sleeper’s leagues provide shared activities between friends, and has some of the best stickiness metrics we’ve seen,” Andreessen Horowitz GP Andrew Chen said in a statement.

With its League of Legends launch, Sleeper is in the position of helping define a fantasy league experience for a popular franchise. The league’s organization isn’t fundamentally different from other fantasy sports. Users recruit a fantasy crew and draft professional esports athletes to their teams. From there, users in a league participate in weekly head-to-head matches with each other, making predictions and leveraging gameplay-specific mechanics.
League of Legends support is a big deal to Sleeper because it also represents the company’s first international foray. Users in the U.S., Europe, Vietnam, Korea and Brazil can participate in this upcoming fantasy season.
On the product side, the startup recently launched voice chat to capitalize on users stuck at home amid the pandemic. Wang tells TechCrunch the team is also hoping to add video chat to the app soon. Wang also notes that Sleeper is on track to launch three new sports this year.
As Sleeper aims to grow around the roadblocks of pandemic lockdowns, Wang and his team hope that their continued focus on social features can ensure the startup’s shared success in the worlds of online gaming and arena gaming.
“The roadmap for us has always been to win both sports and esports because they both have the same underlying motivation,” Wang says. “The most important thing for any sports fan is being able to enjoy it with their friends and family members.”
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Twitch is doubling down on esports in this new era of social distancing as a number of traditional sporting events have been cancelled. The company this week introduced a new esports directory on its site that will make it easier for viewers to find live matches, information on players, games with active competition leagues, a directory of players and more.
The goal, Twitch says, is on making Twitch easier to navigate with regard to this sort of gaming content — particularly at a time when its site is seeing a surge of growth due to the COVID-19 lockdown. According to a recent report from Streamlabs, the pandemic has since pushed Twitch to reach all-time highs for hours watched, hours streamed and average concurrent viewership in the first quarter of 2020.
Notably, it surpassed 3 billion hours watched for the first time — a significant milestone.
The new esports directory will help Twitch centralize its content in an easy-to-find and easy-to-navigate section on its site.
At the top, users can click on favorite games to see matching content. Below, current live matches are featured, followed by replays and highlights further down.
Viewers will also be shown a players directory at the bottom of the page that lets you see who’s currently live.

Twitch says the directory will be populated with competitive and premier esports around the world, including ESL Katowice, Rocket League Championships Series, Twitch Rivals and the League of Legends World Championship, among others. Over time, Twitch plans to add more events, channels and pros to keep the content fresh.
In addition, users browsing the dedicated section will be recommended content based on their own viewing history, increasing the chance that they’ll find an esports stream they’ll want to watch.
However, the site is also organized for discovery, as a click on the “All Games” option lets you easily see a variety of games and recaps being offered through the site.
Twitch says the directory launched on Wednesday but is rolling out over the “coming days” — meaning, if you don’t have it just yet, check back in a bit. (The dedicated URL for the new directory is twitch.tv/directory/esports if you want to visit directly.)
Though more people are going online for gaming entertainment due to the coronavirus outbreak, the esports market overall will take a slight hit from the pandemic in the near-term.
According to Newzoo, the global esports market will generate revenues of $1,059.3 million in 2020, down from its previous estimate of $1,100.1 million. This is mainly due to coronavirus-related cancellations and postponements of live events. Twitch’s new directory is an attempt to get ahead of the trend that will see many esports events shifted to digital-only formats.
This shift will actually lead to higher streaming revenues in the future, as global quarantines send more users online and encourage new entrants to join the market. As a result, Newzoo’s forecast for team streaming revenues increased from $18.2 million to $19.9 million in 2020, and $31.6 million to $34.4 million in 2023.
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Even before the COVID-19 shutdown, venture funding rounds and total deal volume of VC funding for esports were down noticeably from the year prior. The space received a lot of attention in 2017 and 2018 as leagues formed, teams raised money and surging popularity fostered a whole ecosystem of new companies. Last year featured some big fundraises, but esports wasn’t the hot new thing in the tech world anymore.
This unexpected, compulsory work-from-home era may drive renewed interest in the space, however, as a larger market of consumers discover esports and more potential entrepreneurs identify pain points in their experience.
To track where new startups could arise this year, I asked seven VCs who pay close attention to the esports market where they see opportunities at the moment:
Their responses are below.
This is the second investor survey I’ve conducted to better understand VCs’ views on gaming startups amid the pandemic; they complement my broader gaming survey from October 2019 and an eight-article series on virtual worlds I wrote last month. If you missed it, read the previous survey, which investigated the trend of “games as the new social networks”.
Which specific areas within esports are most interesting to you right now as a VC looking for deals? Which areas are the least interesting territory for new deals?
Everything around competitive gaming is of interest to us. With Twitch streaming north of two BILLION hours of game play thus far during the pandemic, this continues to be an area of great interest to us. Fantasy, real-time wagering, match-making, backend infrastructure and other areas of ‘picks and shovels’-like plays remain front burner for us relative to competitive gaming.
What challenges does the esports ecosystem now need solutions to that didn’t exist (or weren’t a focus) 2 years ago?
As competitive gaming is still so very new with respect to the greater competitive landscape of content, teams and events, the Industry should be nimble enough to better respond to dramatic market shifts relative to its analog, linear brethren. A native digital industry, getting back “online’”will be orders of magnitude more straightforward than in so many other areas.
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Emerging from the smoldering wreckage of Echo Fox and Vision Venture Partners, the investor Stratton Sclavos is rising again to launch a new esports-related venture — a gaming-focused digital network also backed by the WME talent agency and Daylight Holdings.
Tapping Daylight and WME’s roster of talent, Sclavos has created Players Ntwrk, a new gaming-focused production company that will look to compete with other upstarts angling to tap into esports and competitive gaming’s newly dominant place in the entertainment firmament.
Players Ntwrk will feature original programming, unscripted series, celebrity gameplay and live events tapping talent from music, traditional pro-sports and the esports gaming world.
Sclavos and the multifaceted talent manager and president of Daylight Holdings, Ben Curtis, dreamed up Players Ntwrk as a way to tie together disparate groups of athletes and entertainers around their shared love of gaming and entertainment. The network will initially leverage relationships with WME and Klutch Sports Group, the agency founded by LeBron James’ longtime manager, Rich Paul, to find talent for programming.
The network will launch on Tuesday at 5:00 pm Pacific for two hours of gameplay featuring the New Orleans Pelicans Guard/Forward Josh Hart and Sacramento Kings point guard De’Aaron Fox on the Players Ntwrk Twitch channel. Additional live streams will be broadcast Friday and Saturday, the company said.
Over the next 12 weeks the network will add live programming featuring all of its “First Squad” talent and experimenting with different gaming and unscripted formats. Ultimately, the network will produce between 12 and 15 hours of original programming per week by the end of the second quarter and will ramp up to 20 to 24 hours of programming per-week by the end of the year.
Initial programming is going to be devoted to charity fundraising, with proceeds going to designated charities based on direct audience donations, the company said.
Players Ntwrk’s First Squad talent roster includes:
Players Ntwrk joins companies like Venn, which are angling to gain a slice of the roughly 37.5 million monthly viewers that are expected to watch live streams on Twitch by the end of 2020, according to research done by eMarketer.
“The number of viewers and subscribers consuming gaming entertainment across YouTube and Twitch tops other entertainment services such as Netflix, HBO, Spotify and ESPN combined,” said Sclavos, in a statement. “Entertainment spectacle is trumping hardcore gaming competition. That kind of engagement makes it clear; gaming entertainment is the next pop culture phenomena. PLAYERS NTWRK is the only platform embracing and executing this new reality by creating original content with the most influential people who also happen to be fans themselves.”
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Esports One is a startup betting that there’s a big opportunity in bringing a fantasy sports approach to the world of esports — particularly at a time when traditional pro sports are on pause.
Co-founder and COO Sharon Winter told me that the company’s platform, which is leaving beta testing today, is the first “all-in-one fantasy platform” for esports. In other words, it’s not just a site where you can create a fantasy team to compete with others, but also a place where you can research players, read articles about the latest news and watch live games.
And while Esports One is starting out by supporting the LCS (North American) and LEC (European) regions for League of Legends, the goal is to support a wide range of esports titles.
Co-founder and CEO Matt Gunnin said that when he started Esports One in 2017, the goal was to create “the first and only esports fantasy destination.” And while today’s launch is in many ways the realization of that vision, Esports One has been launching other data and analytics products in the meantime, becoming a data partner for both Acer’s Planet 9 esports platform and League of Legends publisher Riot Games.
Backed by Eniac Ventures and Xseed Capital, the company was also part of the first class of startups to participate in the MIT Play Labs accelerator, and it says it uses computer vision technology developed at MIT and Caltech.
Why does an esports startup need that level of tech? Gunnin compared it to watching pro football on TV, where you can see a virtual yellow line indicating how far a team needs to advance to achieve first down.
“Imagine trying to watch a football game if there isn’t that yellow first-down line,” he said. “What we’ve been trying to build from the early days is the technology to be that first-down line for esports.”
Image Credits: Esports One
More specifically, Gunnin and Winter explained that their computer vision capabilities allow Esports One to track the activity in a game without having to rely on a game publisher’s API — though Gunnin added that when an API is available, they’re happy to use it as “a central source of truth” to start training the company’s algorithms.
Gunnin added that the plan is to keep the basic Esports One platform free, then add premium subscription features over the summer.
“There could be various ways for users to get more insights, more analytics, more research tools, more ways to engage with one another,” he said. “We’re not going into gambling … Users don’t have to buy an advantage when they’re playing against anyone else, [we don’t want users to have an advantage] because they’re paying for monthly subscription access to stats. But we could take some of those stats and make it available in chart form, make it exportable.”
The company said that while in beta, the platform has already pulled in 30,000 active participants — and that’s without advertising spend.
And Gunnin and Winter suggested that there’s an even bigger opportunity to expand the esports audience right now, as traditional fans have nothing to watch and even pro basketball players are turning to video games to compete.
“As people have been staying at home… we’re seeing DMs to our social media accounts from people diving into esports, signing up for Discord accounts,” Winter said. “We’ve ramped up the support to educate the community and expand the esports audience. It’s quickly surpassing mainstream, traditional sports.”
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Hello and welcome back to our regular morning look at private companies, public markets and the gray space in between.
Today we’re taking a look at the world of esports venture capital investment, largely through the lens of preliminary data that we’ll caveat given how reported VC data lags reality. That phenomenon is likely doubly true in the current moment, as COVID-19 absorbs all news cycles and some venture rounds’ announcements are delayed even more than usual.
All the same, the data we do have paints a picture of a change in esports venture investment, one sufficient in size to indicate that an esports VC slowdown could be afoot. As with all early looks, we’re extending ourselves to reach a conclusion. But… no risk, no reward.
We’ll start by looking at Q1 2020 esports venture totals to date, compare them to year-ago results, and then peek at Q4 2019’s results and its year-ago comparison to get a handle on what else has happened lately in the niche. The picture that the quarters draw will help us understand how esports investing is starting a year that isn’t going as anyone expected.
Today we’re using Crunchbase data, looking at both global and U.S.-specific venture totals in both round and dollar volume. To get a picture of the competitive gaming world, we’re examining investments into companies that are tagged as “esports” related in the Crunchbase database. Given that this is a somewhat wide cut, the data below is more directional than precise and should be treated as such.
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Legionfarm, a YC-backed company, is looking to bring coaches to the competitive gaming world. Esports teams at the very top often have coaches, but the rest of the massive competitive gaming scene has to find a way to improve on their own, either via sheer time played or with creative new training platforms.
There is a huge demand for skilled teammates that can help you hone your skills, while at the same time, there is a broad community of near-pro gamers who haven’t landed a spot on an esports team and want to earn a living with their skills.
Legionfarm is a platform built to solve both problems.
The company was founded by Alex Belyankin, who is a former pro gamer and was once in the top .01 percent of World of Warcraft players.
Competitive gamers can sign up to become a coach on the platform, going through a process that looks at their stats within a particular title. Less than the top 0.1 percent are accepted as coaches and told how to manage sessions, including asking the customer’s goal at the beginning of the session.
On the other side, gamers can pay to play with one (or two) of these coaches in hour-long increments. Legionfarm allows users to specify if they want to play with two coaches, one coach and a friend, or one coach and another customer.
Users can also determine what kind of lobby they want to enter, such as a public or a ranked lobby.
Here’s how it works.
When a user buys a session on the website, they are given instructions to join a Discord bot, which puts them in game chat with the coaches and asks for their gamertag for that specific title. The coaches then invite the customer to a lobby, and fire up the match.
To be clear, Legionfarm coaches are not coming from the same pool of streamers and pro gamers we’ve come to know and cheer on in the esports world. Rather, Legionfarm seeks out the very best and most skilled amateur players based on the publisher’s rankings and stats to become coaches. These are people who otherwise aren’t making money via Twitch or a salary via an esports organization, but are still in the top 0.1 percent of gamers by skill.
In other words, Legionfarm is creating pro gamers, rather than hiring them.
The average cost of a session is $16/hour, with Legionfarm taking half of the revenue and the rest going to the coach.
Legionfarm currently offers nine titles to choose from, including Apex Legends, Fortnite, CoD: Modern Warfare 2019, League of Legends, and Destiny 2. The company has run more than 300,000 gaming sessions with its 7,000 coaches.
Legionfarm is currently available via the web and through a Facebook Messenger bot, with plans to launch an app soon. Founder and CEO Alex Belyankin also teased new functionality that would allow Twitch viewers to request a session with the streamer directly from the chat.
Legionfarm has raised a total of $1.7 million from TMT Investments and Y Combinator, and will present at Y Combinator’s upcoming demo day.
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As esports grows and creates opportunities for gamers to level up to the pro or streamer level, there is still a huge barrier in the way. There is not a wealth of training options for gamers. If you can’t get better within the environment of the game itself, then you’ve peaked. Practice makes perfect, but what if there’s no such thing as practice?
The Meta is looking to change that with the launch of a new training platform that builds off the success of Kovaak’s FPS Aim Trainer. Kovaak is a former Quake pro, known for his hyper-accurate aim, who built Kovaak’s FPS Aim Trainer out of personal need. He wanted a way to grind out his mechanical aiming skills, and built out various scenarios across 10+ major titles to practice.
The Meta co-founders Duncan Haberly, Jay Brown, and Chris Olson had been working on their own training platform that focuses on guided trainings around specific skills, with physics and gun mechanics identical to popular titles, to let gamers learn from their mistakes and train better habits.
After the two esports entrepreneurial teams met, they decided to join forces and offer what they believe to be the ultimate training tool.
It’s comprised of two parts. The first is The Meta’s self-guided training platform, with various branches that focus on a different skill set in FPS gaming. The second is Kovaak’s Sandbox, the aim trainer that lets users test the skills they’ve learned by playing through more than 2,600 user-generated scenarios.
For now, The Meta-guided training focuses on flicking (otherwise known as click timing), with plans to introduce tracking and scoping skill branches soon. The self-guided training side of the platform feeds users insights about their deficiencies — maybe they tend to miss their shots when enemies are in the upper-left quadrant of the screen — so they can dedicate time and energy to improving that part of their game in the aim trainer.
The Meta is available on Steam for PC players, with plans to launch for consoles in the future.
The flicking trainer has more than 40 sub-levels, with support for Overwatch and Fortnite. Kovaak’s Sandbox, as the FPS Aim Trainer is now known, has more than 2,600 user-created scenarios, and supports titles like Overwatch, Fortnite, Quake, Call of Duty, Apex Legends, Paladins, CS:GO, Battlefield and Rainbow 6.
The Meta is $9.99 as a single-time payment, and the company says it’s currently averaging 20,000 units sold per month. The gaming startup has raised $2.5 million in funding from investors like Village Global, Canaan Beta Fund, Courtside VC, AET Fund (Akatsuki Entertainment Technology), betaworks and GFR Fund (GREE).
There is movement in the esports space around training and improvement. In 2018, Epic Games introduced Playground Mode to allow players a chance to experience the Fortnite environment without dropping in alongside 99 other gamers. PlayVS, the startup looking to take the esports infrastructure to the high school and college level, is investing heavily in data, reporting stats and analysis to players, coaches, fans and recruiters. StateSpace, a direct competitor to The Meta with $4 million in funding, uses neuroscience to help gamers train, hoping to create a standardized metric by which gamers’ skills can be measured.
Esports is growing across almost every metric, from viewership to awareness to revenue, and with that, we can only expect to see more startups dive into the space and stake their claim.
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