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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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Video games are only getting more popular.
Roughly 2.5 billion people around the world played games last year, double the number of players in 2013. Gaming is a $149 billion industry, growing 7% year over year, with the U.S. as its largest market. In America, the average gamer is 33 years old and 46% of gamers are female, according to the Entertainment Software Association.
(This is part one of a seven-part series about virtual worlds.)
Per Quartz reporter Dan Kopf’s summary of U.S. Department of Labor data:
More people now report playing games on a typical day — 11.4% in 2017 compared to 7.8% in 2003 — and, on days they do play games, they spend more time doing so — about 145 minutes in 2017, compared to 125 in 2003.
Young people are the biggest driver of the trend. From 2003 to 2015, 15-24 year olds spent less than 25 minutes playing games on the average day. From 2015 to 2017, those in that age group dedicated almost 40 minutes a day to games.
Mobile games account for a large part of this dramatic growth, but all major game categories are growing. The console gaming market — the oldest segment and most expensive due to hardware cost — expanded more than 7% last year alone.
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When ProGuides pulled the covers off of its service earlier this year, the young Los Angeles-based startup intended to give gamers a way to train with professional and semi-pro esports players from around the world.
But as users signed on to the service, it became clear that they weren’t looking for training necessarily… Instead, what players wanted was a ringer.
“After we launched the beta, we found some interesting user behavior,” says Sam Wang. “We found that gamers were experienced already and wanted experienced players who are better than [the matches] the game can provide… At the end of the day you do get to play with someone pretty awesome and is something that I think can make games better.”
That’s right, ProGuides is pitching a marketplace for experienced gamers so that its customers aren’t randomly matched with some noob if they can’t game with their usual partners.
“Our tagline is ‘Play with pros’ now,” says Wang. “We already have over 5,000 sessions that were played in the last two months.”
The professional gamers who list their services on the site charge an average of $10 per session and ProGuides takes about a 25% cut. The company lowers its rates for popular gamers or gamers who are willing to spend more time on the platform either selling their services or actually coaching esports players.
Wang says that pros on the platform are making anywhere from $750 to $2,500 per month and that there are currently 250 coaches on the platform.
A typical session on ProGuides lasts around 45 minutes and players are available for Fortnite, League of Legends, Super Smash Brothers, CS:GO and Hearthstone.
ProGuides raised $1.9 million in pre-seed funding last June. The company is backed by Amplify, an LA-based early-stage investor and company accelerator, Quest Venture Partners, Greycroft Tracker fund and the GFR Fund.
The LA-based company also has some venture-backed competition on the East Coast. Gamer Sensei, which has raised roughly $6 million (according to Crunchbase) has a similar proposition. It’s backed by Accomplice and Advancit Capital.

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As the gaming market continues to boom, billions of dollars are being invested in new games and new streaming platforms vying to own a piece of the action. Most of the value is accruing to the large incumbents in a space, however, and the entrance of Google and other big tech companies makes it difficult to identify where there are compelling opportunities for entrepreneurs to build new empires.
TechCrunch media analyst Eric Peckham recently sat down with Paul Murphy, Partner at European venture firm Northzone, to discuss Paul’s view of the market and where he is focusing his dollars. Below is the transcript of the conversation (edited for length and clarity):
Eric Peckham: You co-founded the hit mobile game Dots before moving to London and joining Northzone last year. Are you still bullish on investment opportunities in mobile gaming or do you think the market has changed?
Paul Murphy: I’m bullish on mobile gaming–the market is bigger than it has ever been. There’s a whole generation of people that have been trained to play games on mobile phones. So those are things that are very positive.
The challenge is you don’t really have a rising tide moment anymore. The winners have won. And so it’s very, very difficult for someone to enter with new content and build a business that’s as big as Supercell or King, regardless of how good their content is. So while the prize for winning in mobile gaming content big, the likelihood is smaller.
Where I’m spending most of my time is not on content, it’s on components within mobile gaming. We’re looking at infrastructure: different platforms that enable mobile gaming, like Bunch which we invested in.
Their product allows you to do live video and audio on top of mobile games. So we don’t have to take any content risk. We’re betting that this great product will fit into a large inventory ecosystem.
Peckham: New mobile game studios that are launching all seem to fall under the sphere of influence of these bigger companies. They get a strategic investment from Supercell or another company. To your point, it’s tough for a small startup to compete entirely on its own.
Murphy: It’s possible in mobile gaming still but it’s really, really hard now. At the same time, what you’ve seen is the odds of winning are lower. It is hard to reach the same scale when it costs you $5.00 to acquire a user today, whereas when Candy Crush launched, it was $0.05 per user. So it’s almost impossible to achieve King-like scale today.
Therefore, you’re looking at similar content risk with reduced upside, which makes that equation less attractive for venture capital. But it might be perfectly fine for an established company because they don’t need to do the marketing, they have the audience already.
The big gaming companies all struggle with the challenge of how to create the next hit IP. They have this machine that can bring any great game to market efficiently, with a large audience they can cross promote from and capital they can invest to build a big brand quickly. For them, the biggest challenge is getting the best content.
So it’s natural to me that the pendulum has swung towards strategic investors in mobile gaming content. Epic has a fund that they set up with Improbable, Supercell is making direct investments, Tencent has been making investments for years. Even from a content perspective, you’re probably going to see Apple, Google, and Amazon making more content investments in mobile gaming.
Image via Getty Images / aurielaki
Peckham: Does this same market dynamic apply to PC games and console games? Do you see a certain area within gaming where there’s still opportunity for independent startups to create the game itself and find success at a venture scale?
Murphy: The reason we made our investment in Klang Games, which is building an MMO called Seed that people will primarily play through PC, is that while there is content risk–you’re never going to get rid of the possibility that the IP doesn’t fly–if it works, it will be massive…an Earth-shattering level of success. If their vision comes to life, it will be very, very big.
So that one has all the risks that you’d have in any other game studio but the upside is exponentially larger, so the bet makes sense to us. And it so happens that it’s going to be on PC first, where there’s certainly a lot of competition but it’s not as saturated and the monetization methods are healthier than in mobile gaming. In PC, you don’t have to do free-to-play tactics that interfere with the gameplay.
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Most of the buzz about esports focuses on high-profile professional teams and audiences watching live streams of those professionals.
What gets ignored is the entire base of amateurs wanting to compete in esports below the professional tier. This is like talking about the NBA and the value of its sponsorships and broadcast rights as if that is the entirety of the basketball market in the US.
Los Angeles-based PlayVS (pronounced “play versus”) wants to become the dominant platform for amateur esports, starting at the high school level. The company raised $46 million last year—its first year operating—with the vision that owning the infrastructure for competitions and expanding it to encompass other social elements of gaming can make it the largest gaming company in the world.
I recently sat down with Founder & CEO Delane Parnell to talk about his company’s formation and growth strategy. Below is the transcript of our conversation (edited for length and clarity):

Eric P: You have a fascinating background as a serial entrepreneur while you were a teenager.
Delane P.: I grew up on the west side of Detroit and started working at the cell phone store of a family friend when I was 13. When I turned 16 or so, I joined two guys in opening our own Metro PCS franchise. And then two additional franchises. And I was on the founding team of a car rental company called Executive Rental Car.
Eric P: And this segued into tech startups after meeting Jon Triest from Ludlow Ventures?
Delane P: He got me a ticket to the Launch conference in SF, and that experience inspired me to start a Fireside Chat series in Detroit that brought in people like Brian Wong from Kiip and Alexis Ohanian from Reddit to speak. Starting at 21, I worked at a venture capital firm called IncWell based in Birmingham, Michigan then joined a startup called Rocket Fiber.
We were focused on internet infrastructure – this is 2015-ish – and I was appointed to lead our strategy in esports. So I met with many of the publishers, ancillary startups, tournament organizers, and OG players and team owners. Through the process, I became passionate about esports and ended up leaving Rocket Fiber to start a Call of Duty team that I quickly sold to TSM.
Eric P: What then drove you to found PlayVS? Did it seem like an obvious opportunity or did it take you a while to figure it out?
Delane P.: What esports means is playing video games competitively bound to governance and a competitive ruleset. As a player, what that experience means is you play on a team, in a position, with a coach, in a season that culminates in some sort of championship.
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When China’s Invictus Gaming defeated European squad Fnatic in the League of Legends 2018 finals this past Saturday, China’s social media platforms became awash in ecstasy and pride.
“It’s like winning an Olympic gold, a teenage dream come true,” writes one thirty-something audience of the competition on his WeChat feed.
Many others share that sentiment. So far, the hashtag #IG冠军, which means “IG the champion,” has generated over one million threads on Weibo, China’s equivalent of Twitter with over four million monthly active users. This is a critical moment for China’s first-generation of players who grew up under parents and teachers who too easily dismissed all kinds of video games.
IG’s victory marks the first time a Chinese team has won the world championship for LoL – fondly called so by fans – the world’s most played PC game according to research firm Newzoo. The role-playing and monster-slaying title is run by Riot Games Inc, a Los Angeles-headquartered studio that WeChat operator Tencent fully bought out in 2015.
It wasn’t just gamers and the youth cheering for IG. Chinese mainstream media also rushed to congratulate. An op-ed from the communist party paper Guangming Daily called IG’s victory “an alternative path to the national sports dream.”
China has a history of obsessing over sports, evident in its generous spending on the Summer Olympics back in 2008 and the upcoming 2022 Winter Olympics. Now esports – or competitive video gaming – as an officially recognized sporting event, is gaining ground among policymakers.
Esports in China has grown from a 53.2 billion yuan ($7.72 billion) industry in 2016 into one that’s estimated to earmark 88.7 billion yuan ($12.87 billion) in revenue in 2018, according to research firm Gamma Data. Local officials across the country want a share of the booming market. In some cases, the governments have shelled out billions of yuan to turn their no-name towns into “esports hub” that would house competitions and gaming companies in hope of stimulating local economies.

Private companies have joined in the game, too. Tencent, China’s largest gaming company by revenue, has invested in NYSE-listed Huya and Douyu, two of China’s leading esports livestreaming services. IG itself is an esports organization that Wang Sicong, son of China’s once richest man Wang Jianlin, founded in 2011 and catapulted to today’s stardom.
But China’s relationship with video games overall has always been murky. While the government is rooting for professional gaming, it’s tightening control over leisure ones, condemning game publishers like Tencent for “poisoning” juveniles with blockbuster titles.
“The Chinese government treats esports and leisure games very differently,” a staff in the esports division of a major global gaming studio who asks to remain anonymous told TechCrunch. “I don’t think IG’s victory will cause big changes to the government’s attitude.”
Tencent, which earns two-thirds of its revenue from online gaming, lost $17.5 billion in market valuation when China’s state newspaper slashed its popular Honor of Kings, widely regarded a mobile copycat of LoL. This year, a hiatus in game license approvals again puts pressure on Tencent stock prices and profitability.
For esports and League of Legends alone, however, IG’s glory could mean a brighter future.
“At least now we will see League of Legends’ popularity continue into a couple more years. Esports’ development may also benefit from the event,” suggests the gaming company staff.
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In the eight years since Frederic Descamps and Jordan Maynard launched their last gaming startup, the industry they helped shape now brings in more than $100 billion in revenues globally. There’s been a resurgence in gaming on PCs. User-generated content has produced a string of wildly popular hits. Those trends are exactly what the two are hoping to harness with Manticore Games. Read More
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Esports is becoming a true spectator sport, but will the average Joe one day care about competitive League of Legends or Overwatch or Counter-Sstrike the way they care about watching football on Sundays? A number of factors are at play for esports to garner the same level of popularity as mainstream sports like football, baseball, basketball and fútbol everywhere but the U.S., some of which… Read More
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If there’s one industry that’s consistently blowing past expectations, it’s competitive gaming. The e-sports market is expected to reach nearly a half-billion dollars this year, and gamers who take part in it are constantly trying to heighten their skills.
Mobalytics is aiming to bring visual analytics to competitive gamers so they can discover their weaknesses and make… Read More
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