video games
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During today’s Pokémon Presents livestream, The Pokémon Company announced that Pokémon Unite will become available for iOS and Android on September 22. The strategic battle game came out for Nintendo Switch in late July, but its arrival on mobile devices will expand the game’s potential user base.
For users already playing on Nintendo Switch, fear not — the game allows cross-platform play, which means you can play on your Switch, then pick up where you left off on mobile. All users can play together regardless of which device they’re using, and it’s not necessary to have a Switch to get the mobile game. Pokémon Unite is free-to-start with microtransactions — you can purchase in-game currency to get certain items or Pokémon.
The presentation also unveiled new gameplay footage and feature news for upcoming Nintendo Switch releases: Pokémon Brilliant Diamond and Shining Pearl (November 19, 2021), remakes of the Nintendo DS games from 2006 and Pokémon Legends: Arceus (January 28, 2022), the first open-world RPG in the Pokémon universe.
Image Credits: Pokémon Brilliant Diamond and Shining Pearl
Like previous main series game remakes, Brilliant Diamond and Shining Pearl will expand upon the original games’ foundation and introduce features that appeared in later games, like Following Pokémon, Secret Bases and — very importantly — changing your trainer’s outfit. The game will also include re-designed features from its original release, like designing Poké Ball capsules and competing in Pokémon Contests.
But for the first time in a Pokémon Game, Brilliant Diamond and Shining Pearl will introduce a new aspect of gameplay called the Sinnoh Underground. Players can collect statues of Pokémon for their Secret Base, and depending on which statues are on display, different Pokémon will appear in Pokémon Hideaways within the Sinnoh Underground. To commemorate the 15-year-old games’ remakes, on November 5, 2021, Nintendo will release a “Dialga and Palkia Edition” of the Nintendo Switch Lite, which features the legendary Pokémon in gold and silver on a grey console.
Then, the Pokémon Company shared more information about Pokémon Legends: Arceus, a first-of-its-kind release for the iconic franchise. Fans have compared its open-world design to The Legend of Zelda: Breath of the Wild, which is the fourth-best-selling Nintendo Switch game with 23.2 million copies sold, but others say it’s more similar to Monster Hunter. The new game introduces the Hisui Region (an ancient version of the Sinnoh Region), along with new Pokémon like a grandpa-esque Growlithe, and an evolution of Basculin called Basculegion, which can evolve when “possessed by the souls of other Basculin from their school that could not withstand the harsh journey upstream”… Yes, this is a children’s franchise.
Nightmare-inducing new Pokémon aside, the livestream revealed more information about how exactly this new type of Pokémon game will work.
Like standard Pokémon games, players will set out on a mission to complete a Pokédex, but rather than training to become “the best like no one ever was,” they will be part of an expedition team, conducting survey work to learn more about the nature of Pokémon and the secrets they hold. In between field assignments, players can heal their party, craft items, and buy supplies at outposts (ancient Pokémon Centers?). Pokémon Legends: Arceus will also introduce a new battle style — like Pokémon Unite, it won’t simply repurpose the turn-based gameplay we’ve been accustomed to since the first Pokémon games were released in 1998.
Anyway, these games seem promising, but just try your best not to think about Basculegion.
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Fortnite now boasts its own version of one of the pandemic’s hottest games.
Fortnite-maker Epic just introduced into the game a new limited-time mode called Impostors; it follows the hit format that sent Among Us to Twitch’s front page — and Congress — during the pandemic’s earlier days.
Up to 10 people can play the new Impostors game mode simultaneously, divided into two competing factions: agents and… impostors. Eight agents work to complete tasks around the new map before the two impostors can sabotage their efforts by eliminating agents and undoing their work. And because it’s Fortnite, you can also teleport players randomly around the map and turn everyone into a banana.
The game takes place in a new interior map location that properly conjures the claustrophobic paranoia that makes the social deception-style game intense to play and fun to watch. During each round, the players come together to vote on who they think is secretly working against the agents, which generally leads to a lot of spicy conversation. Players can stick with a smaller group (by picking the private game mode) if they’d like to keep things intimate.
Happily, you can still try it out if you don’t have a group of friends to play with, though this kind of game works best with people you know. While public voice chat is off in the new mode, players in open matches can communicate through a quick chat box and the game’s emotes to vote on who they think has infiltrated the group.
It’s too early to say if Fortnite’s Among Us clone will take off in the same way as the game that inspired it, or how long it’ll stick around. But considering that Fortnite is still one of the most popular games in the world, a new hit whodunnit game mode that’s eminently streamable is just icing on the cake.
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Medal.tv, a short-form video clipping service and social network for gamers, is entering the livestreaming market with the acquisition of Rawa.tv, a Twitch rival based in Dubai, which had raised around $1 million to date. The seven-figure, all-cash deal will see two of Rawa’s founders, Raya Dadah and Phil Jammal, now joining Medal, and further integrations between the two platforms going forward.
The Middle East and North African region (MENA) is one of the fastest-growing markets in gaming and still one that’s mostly un-catered to, explained Medal.tv CEO Pim de Witte, as to his company’s interest in Rawa.
“Most companies that target that market don’t really understand the nuances and try to replicate existing Western or Far-Eastern models that are doomed to fail,” he said. “Absorbing a local team will increase Medal’s chances of success here. Overall, we believe that MENA is an underserved market without a clear leader in the livestreaming space, and Rawa brings to Medal the local market expertise that we need to capitalize on this opportunity,” de Witte added.
Medal.tv’s community had been asking for the ability to do livestreaming for some time, the exec also noted, but the technology would have been too expensive for the startup to build using off-the-shelf services at its scale, de Witte said.
“People increasingly connect around live and real-time experiences, and this is something our platform has lacked to date,” he noted.
But Rawa, as the first livestreaming platform dedicated to Arab gaming, had built out its own proprietary live and network streaming technology that’s now used in all its products. That technology is now coming to Medal.tv.
Image Credits: Medal.tv
The two companies were already connected before today, as Rawa users have been able to upload their gaming clips to Medal.tv, and some Rawa partners had joined Medal’s skilled player program. Going forward, Rawa will continue to operate as a separate platform, but it will become more tightly integrated with Medal, the company says. Currently, Rawa sees around 100,000 active users on its service.
The remaining Rawa team will continue to operate the livestreaming platform under co-founder Jammal’s leadership following the deal’s close, and the Rawa HQ will remain based in Dubai. However, Rawa’s employees have been working remotely since the start of the pandemic, and it’s unclear if that will change in the future, given the uncertainty of COVID-19’s spread.
Medal.tv detailed its further plans for Rawa on its site, where the company explained it doesn’t aim to build a “general-purpose” livestreaming platform where the majority of viewers don’t pay — a call-out that clearly seems aimed at Twitch. Instead, it says it will focus on matching content with viewers who would be interested in subscribing to the creators. This addresses one of the challenges that has faced larger platforms like Twitch in the past, where it’s been difficult for smaller streamers to get off the ground.
The company also said it will remain narrowly focused on serving the gaming community as opposed to venturing into non-gaming content, as others have done. Again, this differentiates itself from Twitch which, over the years, expanded into vlogs and even streaming old TV shows. And it’s much different from YouTube or Facebook Watch, where gaming is only a subcategory of a broader video network.
The acquisition follows Medal.tv’s $9 million Series A led by Horizons Ventures in 2019, after the startup had grown to 5 million registered users and “hundreds of thousands” of daily active users. Today, the company says over 200,000 people create content every day on Medal, and 3 million users are actively viewing that content every month.
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Snowman, the small studio behind award-winning iOS games Alto’s Adventure, Alto’s Odyssey, Skate City and others, is spinning out a new company, Pok Pok, that will focus on educational children’s entertainment. Later this month, Pok Pok will debut its first title, Pok Pok Playroom, aimed at inspiring creative thinking through play for the preschool crowd.
The launch takes Snowman back to its roots as an app maker, not a games studio.
In fact, the company’s first iOS app, Checkmark, had been in the productivity space, offering location-based reminders to iPhone users. But Snowman later shifted to making games, tapping into the demand for mobile games with early launches like Circles and Super Squares. But it wasn’t until Alto’s Adventure came out that Snowman really kicked off its foray into gaming.
“We’ve never really considered Snowman to be a video game studio,” explains Snowman co-founder and creative director Ryan Cash. “A lot of people would assume that because it’s really all that we’re known for at the moment. It’s kind of our core business. But we like to think of ourselves more as like a team of tinkerers who like working on creative stuff. And for now, it happens to be video games, but you never know kind of what might be around the corner,” he says.
Image Credits: Snowman
Pok Pok actually emerged from Snowman’s culture of tinkering.
Snowman employees Mathijs Demaeght and Esther Huybreghts, now Pok Pok design director and creative director, respectively, went looking for an app to entertain their young son James when he was a toddler. They soon found that there weren’t many options that fit what they had been hoping to find.
They had wanted something that wouldn’t rile him up, something that wasn’t too technical and something that wasn’t gamified, Esther explains.
When they later had their second son, Jack, they decided to just built the app they wanted for themselves. After showing a rough prototype to Ryan, he saw the potential and told them to run with it.
Ryan’s sister, Melissa Cash, whose background was in developing products at Disney for babies and toddlers, had been helping with the Alto’s Odyssey launch at the time. When she saw what Esther and Mathijs were working on, she was impressed.
Image Credits: Snowman
“I’ve worked in the kid space for five years, and I’ve never seen anything that’s even remotely like this. And then, I just knew this is what I wanted to work on for the next 20 years,” she says. Melissa became involved with the project and is now CEO of the Pok Pok spinout.
Although legally a distinctive entity, Pok Pok remains closely tied to Snowman.
“We’ve been incubating the company within Snowman. We moved desks to a corner and we all work together as mentor, colleagues, and collaborate as a group,” Melissa notes. Ryan is still involved, as well. “Ryan is everything — our advisor, our helper — we haven’t even come up with a title for him,” she adds.
Today, the Pok Pok team is six full-time employees, but works with contractors and educators on its projects. Snowman, meanwhile, is over 20 people, mostly in Toronto. However, some Snowman employees spend 30% to 50% of their time on Pok Pok, Ryan says.
For the time being, Pok Pok is self-funded thanks to Snowman’s success on other fronts, which not only includes the Alto’s series, but also Apple Arcade’s Where Cards Fall and Skate City, both of which are now expanding to PC and console. The company is also working on DISTANT, a collaboration with Slingshot and Satchel.
Pok Pok Playroom, which is aimed at kids ages two to six, will be the first title to go live from Pok Pok, arriving on May 20. The app itself will initially contain six “digital toys,” so to speak, which encourage kids to creatively play. These toys also grow with the child as they age up.
For example, a stacking blocks toy could appeal to toddlers who just want to move the shapes around, but an older child might build a town with them. A drawing toy can encourage scribbles at younger ages or become a real canvas for art when the child is older. There’s also a calming toy called “musical blobs” that’s sort of like a lava lamp with differently shaped blobs that bounce around and respond to touches.
All the toys are designed to be open-ended — there’s no right or wrong way to use them. And Pok Pok Playroom is not a game. There are no levels to beat or objectives to achieve. There’s nothing to buy.
What is different about Pok Pok Playroom, compared with games and “digital toys” from rivals like Toca Boca, for example, is that it’s designed to be more educational and realistic.
“We take a more educational approach, and we still plan to do that for future apps and for whatever Pok Pok Playroom will grow into after launch,” says Esther. “For example, we have no unicorns or no wizards in Pok Pok Playroom. Everything is grounded in reality. I think we want to explore with children what the world looks like and how it works. We have tons of ideas for taking a more education-based approach for all the children, as well, that isn’t necessarily the ABCs, 1,2,3’s pedagogical, so to speak.”
Image Credits: Snowman
Pok Pok also won’t use talking animals or fantasy characters in order to avoid the subject of diversity. Instead, its apps will features all races, all genders, all family constructs, all different sorts of abilities and disabilities, as they’re built.
“I think it’s very important to us to have kids be able to recognize themselves, and family members and friends in the app,” says Esther. “It’s really important to our entire team that everyone feels respected in who they are and what their family looks like, and… I think that’s still really lacking in the kid space right now. We want to be the front-runner there,” she notes.
The new app, which has been in development for nearly three years, will be priced on a subscription basis, with more “digital toys” added over time.
Though Pok Pok will aim more at the preschool crowd, the company envisions a future where it designs creative projects for the next age group up and for other types of learning.
Pok Pok Playroom has been beta tested with around 250 families ahead of its launch.
It will be available on iPhone and iPad starting on May 20 at 9 a.m. ET, with a 14-day free trial. It will then be priced at $3.99 per month or $29.99 per year, and will not feature in-app purchases.
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The gaming sector has never been hotter or had higher expectations from investors who are dumping billions into upstarts that can adjust to shifting tides faster that the existing giants will.
Bay Area-based Manticore Games is one of the second-layer gaming platforms looking to build on the market’s momentum. The startup tells TechCrunch they’ve closed a $100 million Series C funding round, bringing their total funding to $160 million. The round was led by XN, with participation from SoftBank and LVP alongside existing investors Benchmark, Bitkraft, Correlation Ventures and Epic Games.
When Manticore closed its Series B back in September 2019, VCs were starting to take Roblox and the gaming sector more seriously, but it took the pandemic hitting to really expand their expectations for the market. “Gaming is now a bona fide super category,” CEO Frederic Descamps tells TechCrunch.
Manticore’s Core gaming platform is quite similar to Roblox conceptually, the big difference is that the gaming company is aiming to quickly scale up a games and creator platform geared toward the 13+ crowd that may have already left Roblox behind. The challenge will be coaxing that demographic faster than Roblox can expand its own ambitions, and doing so while other venture-backed gaming startups like Rec Room, which recently raised at a $1.2 billion valuation, race for the same prize.
Like other players, Manticore is attempting to build a game discovery platform directly into a game engine. They haven’t built the engine tech from scratch; they’ve been working closely with Epic Games, which makes the Unreal Engine and made a $15 million investment in the company last year.
A big focus of the Core platform is giving creators a true drag-and-drop platform for game creation with a specific focus on “remixing,” allowing users to pick pre-made environments, drop pre-rendered 3D assets into them, choose a game mode and publish it to the web. For creators looking to inject new mechanics or assets into a title, there will be some technical know-how necessary, but Manticore’s team hopes that making the barriers of entry low for new creators means that they can grow alongside the platform. Manticore’s big bet is on the flexibility of their engine, hoping that creators will come on board for the chance to engineer their own mechanics or create their own path toward monetization, something established app stores wouldn’t allow them to.
“Creators can implement their own styles of [in-app purchases] and what we’re really hoping for here is that maybe the next battle pass equivalent innovation will come out of this,” co-founder Jordan Maynard tells us.
This all comes at an added cost; developers earn 50% of revenues from their games, leaving more potential revenue locked up in fees routed to the platforms that Manticore depends on than if they built for the App Store directly, but this revenue split is still much friendlier to creators than what they can earn on platforms like Roblox.
Building cross-platform secondary gaming platforms is host to plenty of its own challenges. The platforms involved not only have to deal with stacking revenue share fees on non-PC platforms, but some hardware platforms that are reticent to allow them all, an area where Sony has been a particular stickler with PlayStation. The long-term success of these platforms may ultimately rely on greater independence, something that seems hard to imagine happening on consoles and mobile ecosystems.
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With Roblox’s massive IPO this month, game developers, brands and investors alike are wondering what factors cause the most successful games on this $47 billion platform to break out from the millions of user-generated passion projects.
According to Roblox’s S-1 filing, nearly 250 developers and creators earned $100,000 or more in Robux in the year through September 2020 out of nearly 1 million creators on the platform.
From Gamefam’s first game two years ago that topped out at only 25 concurrent players to our current portfolio with 2 million to 3 million daily visits, our team learned to develop on Roblox the hard way — by trial and error and by getting better at listening to the Roblox community’s unique gamer culture and vernacular.
Even the most experienced and talented game designers from the mobile F2P business usually fail to understand what features matter to Robloxians.
For those entrepreneurs just starting their journey in Roblox game development, these are the most common mistakes I have seen gaming professionals (myself included) make on Roblox:
In the F2P mobile games market, it’s all about layered game loops: play a match with the hero, level the hero up using resources from the match, buy more heroes to merge with the first hero, open up new matches with new rules to win more resources, and on and on. These require ongoing player tutorials across hours of play sessions. These mechanics tend to backfire on Roblox because players have no tolerance for anything but immediate, visceral fun.
Accordingly, in mobile F2P, a robust tutorial for new users is oftentimes one of the biggest investments during development. But in our Roblox game Speed Run Simulator (more than 400,000 daily visits), we saw a significant increase in D1 retention when we removed the tutorial entirely and just allowed existing players to guide new players’ understanding of the game. The differences between Roblox and mobile F2P are not only numerous but also sometimes profoundly counterintuitive.
Roblox players spend because they’re getting something they want. They won’t be cajoled or coerced into spending like in a mobile game where progress is restricted or slowed without making an in-app purchase (think Candy Crush).
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Investor FOMO following Roblox’s blockbuster public debut is pushing venture capitalists who missed out on that gaming giant to invest in competing platforms.
Today, Rec Room announced it has raised $100 million from Sequoia and Index, with participation from Madrona Venture Group. The deal is a huge influx of capital for Rec Room, which had raised less than $50 million before this round, including a $20 million Series C that closed in December. In 2019, we reported that the company had raised its Series B at a $126 million valuation, this latest deal values the company at $1.25 billion, showcasing how investor sentiment for the gaming space has shifted in the wake of Roblox’s monster growth.
Rec Room launched as a VR-only platform, but as headset sales creeped along slowly, the company embraced traditional game consoles, PC and mobile to expand its reach.
In a press release accompanying today’s funding announcement, Rec Room detailed it has surpassed 15 million “lifetime users” and had shown 566% year-over-year revenue growth. In December, CEO Nick Fajt told TechCrunch that the company has tripled its player base in the past 12 months.
The company has been following in Roblox’s footsteps in many ways as it build out its creator tools and seeks to build out an on-platform economy for game creators. The company says that 2 million players have created content on the platform and that Rec Room is on track to pay out more than $1 million to them this year.
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While gaming giants Sony and Microsoft have made M&A a critical part of their strategic growth plans, Nintendo has always seemed to be more reluctant to bring outside talent into the fold of its video game empire. Today, the company announced that it will be acquiring the developer behind Luigi’s Mansion 3, Canada-based Next Level Games.
Nintendo’s announcement is the first studio acquisition for the company since their 2007 purchase of Xenoblade Chronicles developer Monolith Soft.
Next Level Games has been working on Nintendo-licensed IP exclusively for the better part of the last decade, crafting a number of titles across some of the company’s second tier of intellectual property including the Super Mario Strikers series as well as mobile iterations of Metroid Prime and Luigi’s Mansion.
The Vancouver-based studio’s recent Luigi’s Mansion 3 title for the Nintendo Switch has been a pretty huge success for the company which has had pretty light offerings of first-party IP since the system’s launch. In a recent earnings report, Nintendo shared that Luigi’s Mansion 3 had sold nearly 8 million copies, earning it a spot as one of the system’s top-selling titles.
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Pokémon GO was created to encourage players to explore the world while coordinating impromptu large group gatherings — activities we’ve all been encouraged to avoid since the pandemic began.
And yet, analysts estimate that 2020 was Pokémon GO’s highest-earning year yet.
By twisting some knobs and tweaking variables, Pokémon GO became much easier to play without leaving the house.
Niantic’s approach to 2020 was full of carefully considered changes, and I’ve highlighted many of their key decisions below.
Consider this something of an addendum to the Niantic EC-1 I wrote last year, where I outlined things like the company’s beginnings as a side project within Google, how Pokémon Go began as an April Fools’ joke and the company’s aim to build the platform that powers the AR headsets of the future.
On a press call outlining an update Niantic shipped in November, the company put it on no uncertain terms: the roadmap they’d followed over the last ten-or-so months was not the one they started the year with. Their original roadmap included a handful of new features that have yet to see the light of day. They declined to say what those features were of course (presumably because they still hope to launch them once the world is less broken) — but they just didn’t make sense to release right now.
Instead, as any potential end date for the pandemic slipped further into the horizon, the team refocused in Q1 2020 on figuring out ways to adapt what already worked and adjust existing gameplay to let players do more while going out less.
As its name indicates, GO was never meant to be played while sitting at home. John Hanke’s initial vision for Niantic was focused around finding ways to get people outside and playing together; from its very first prototype, Niantic had players running around a city to take over its virtual equivalent block by block. They’d spent nearly a decade building up a database of real-world locations that would act as in-game points meant to encourage exploration and wandering. Years of development effort went into turning Pokémon GO into more and more of a social game, requiring teamwork and sometimes even flash mob-like meetups for its biggest challenges.
Now it all needed to work from the player’s couch.
The earliest changes were those that were easiest for Niantic to make on-the-fly, but they had dramatic impacts on the way the game actually works.
Some of the changes:
By twisting some knobs and tweaking variables, Pokémon GO became much easier to play without leaving the house — but, importantly, these changes avoided anything that might break the game while being just as easy to reverse once it became safe to do so.
Like this, just … online. Image Credits: Greg Kumparak
Thrown by Niantic every year since 2017, GO Fest is meant to be an ultra-concentrated version of the Pokémon GO experience. Thousands of players cram into one park, coming together to tackle challenges and capture previously unreleased Pokémon.
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A few months ago, I wrote a piece about esports and the Olympics after sitting on a panel discussing whether, as a result of the coronavirus pandemic, esports had an opportunity to work with the International Olympic Committee. After careful consideration and research, my conclusion was basically, “I think that the Olympics need esports a whole lot more than esports needs the Olympics.”
I was surprised by some of the data I uncovered in the course of researching the Olympics piece, specifically on audiences for international, professional and collegiate sports. I observed that while the esports model isn’t as mature as in traditional sports, esports actually garnered close to the same level of viewership, and the audience was growing astronomically. I couldn’t help but wonder how long this phenomenon would go unacknowledged by the institutions that might benefit most from it.
Enter colleges’ and universities’ flirtation with esports: There are currently more than 170 collegiate varsity gaming programs in NCAA Division I, and the number of clubs is even higher. So even as institutions investment in esports, there are still many misunderstood and overlooked aspects of the potential to drive value (and even revenue) in the collegiate esports space.
The college experience today is very different than it was 50 years ago. The pace of change outside of institutions is ever-accelerating, often leaving colleges struggling to keep up. Technology, students’ interests, evolving economies and workplaces, and changes in cultural norms have left colleges and universities in a place of less relevance than at many points in the past.
The same can be said of college sports: Outside forces have eroded a once-near-hegemonic source of collegiate pride, cultural power, recruitment, alumni engagement and, in some cases, revenue.
I did a quick review of the audience for the biggest NCAA events in the world; the Football Bowl Subdivision Bowl Championship and the NCAA Men’s Division I Basketball Tournament.
Image Credits: Brandon Byrne
Image Credits: Brandon Byrne
Look at the average viewership of the big bowl games before the championship system went into effect in 2015, as well as after. Above, you see the trend line for viewership for the various big bowl viewership as well as an average. While there are certainly occasional spikes, the best case you could make here is that the product is flat — when you isolate the trend line for both, here is the result:
Image Credits: Brandon Byrne
In the aggregate, the trend seems mostly downward.
Look at the same trends in viewership for the NCAA Final Four — the early semi-final, the late semi-final and finally the championship game.
Image Credits: Brandon Byrne
They look rather similar. So, while collegiate sports still have a massive following, there are two concerning issues here. First, the audience isn’t growing at all; in fact, it appears to be slightly contracting. Secondly, the audience is aging, making collegiate sports less relevant to younger people. While an older audience is still a valuable source of alumni donations and ancillary revenue, it doesn’t exactly align with another core target demographic: potential college students.
Now despite this, there is data that suggests that schools with elite academic departments do enjoy a phenomenon known as the “Flutie effect,” named after Doug Flutie, a quarterback for Boston College whose exciting performance on the gridiron was credited with boosting BC applications. An article in Forbes breaking down an HBS study goes into the phenomenon more deeply than we can here.
Granted, much of the data is from a few years ago, when college sports were perhaps more relevant, but the point is broadly the same: Having an elite program in an activity students enjoy benefits the institutions that sponsor and promote them. But what happens when enthusiasm for those activities among the student body is waning? One idea is to explore involvement in what the students of today are interested in.
As a comparison to FBS football (maxed out at 35 million viewers) and the NCAA Final Four (maxed out at 28 million), Riot Games’ Mid-Season Invitational event for League of Legends had a total viewership of 60 million people. In second place is the Intel Extreme Masters tournament in Katowice with 46 million people. While precise demographic data isn’t readily available, it stands to reason that the latter two events skew younger than the former two.
A few caveats, as these are not precisely apples-to-apples comparisons: These esports events are broken up over a number of days and encompass a significant number of matches — comparable to March Madness, perhaps — and the content is consumed in different ways. Much of the NCAA’s content is presented on television, some of which is on paid, premium channels. Esports events are broadcast on Twitch and YouTube via streams for free.
But the thing to understand is that esports audiences are growing at a 15%-16% year-over-year clip and it commands a worldwide audience, meaning its total addressable market (TAM) is MUCH bigger. The NCAA events are not likely to draw serious audiences outside of North America.
In the context of the pandemic, colleges are hamstrung by students’ inability to engage in a college experience in-person, which is one of the primary reasons one goes to college. Networking, developing new friends and having new experiences are all a part of the collegiate draw, none of which work as well from students’ parents’ living rooms. Similarly, collegiate sports as we know them have essentially ceased to exist, along with their functions of institutional pride, marketing and revenue. The NCAA Tournament was canceled in March of 2020 and there is no sign that it, or any other sport, will be back anytime soon.
Esports, on the other hand, are thriving in this context, thanks mostly to their ability to offer remote competition and viewing. Esports tournaments can isolate audiences, teams and even referees to allow for safe content creation and consumption.
Believe it or not, esports is a better fit for college than it is for the pros. I won’t go into all of the details here, but I actually wrote a separate article about why the pro sports model is NOT a good one for esports. In this article we talk about intellectual property, who owns the league in esports and how all of the entities make money. The biggest problem is, in pro sports, the teams own the league and can then act in the best interest of all of the teams. In esports, the league is usually owned or regulated by the publisher of the video game, meaning you have hands in the monetization pie in a way that pro sports doesn’t have.
The interesting thing about this is that college athletics actually has the same problem and has found a way to mitigate that. The athletes get their scholarships, and the schools, their athletic conference, and the NCAA itself all own a piece of the pie that gets packaged and sold for distribution to the ESPNs and Fox Sports of the world.
This is a much better model for esports. It’s unlikely that any group that “owned” football IP would tell the Dallas Cowboys how to market their team, what their cut is and how it will be distributed. This process happens all the time in college, though. In fact, in order for everyone to get their seat at the table, you HAVE to work all of this out so that the schools make some money (equivalent to a team), the conference makes their money (equivalent to the league) and the NCAA makes their money (equivalent to the publisher themselves). If the chain breaks down at any point, then the whole process grinds to a halt and nobody makes money.
I mention this in my article about the Olympics. The IOC is used to having full autonomy over how the Olympic Games are broadcast, which events are part of the games, who is eligible and who isn’t, etc. There is no chance this would be the case if the Olympics took on esports. The publisher would absolutely wield an incredible amount of influence over how the games are portrayed, broadcast, judged and the like. The IOC isn’t used to that. In college, that’s just a typical Saturday afternoon.
College admission is down and not just because of COVID-19. Even before the pandemic, colleges were trying to find their footing with potential students as people reevaluate the college experience. Forbes wrote back in 2019 that college enrollments were down two million students in that decade. Add onto that the preliminary data we are getting on the effect of COVID on colleges, we could see enrollment in 2020 down anywhere from 5%-20%.
Image Credits: Brandon Byrne
For colleges, it’s not great. Revenue is massively down, with even stalwarts like Harvard University hemorrhaging cash. With enrollment down before the pandemic, we have reached a point where colleges and universities have to adapt to survive.
The good news is, I believe that esports could be an opportunity to do just that. Colleges are diving into esports, with 115 different programs offering scholarships for esports and club programs are growing even faster. Certainly, it will help attract students, but monetization in esports is really tricky.
It’s critical that colleges and universities get expert advice on how to create an ecosystem that ultimately compensates all of the stakeholders, including the college themselves. It also will require universities to move quickly and get on board with a model that is still being formed in real time. The coronavirus pandemic isn’t going away anytime soon, but I think there will be many colleges that will. The time to move is now.
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