The new brands with names like Happy Belly, Wickedly Prime and Mama Bear will include nuts, spices, tea, coffee, baby food and vitamins, as well as household items such as diapers and laundry detergents, the newspaper reported.
Amazon will only offer these labels to its Prime subscribers, the Journal reported, adding the first of the brands could begin appearing at the end of May or early June.
“We don’t comment on rumors or speculations,” a company spokeswoman said in an email.
Last week, Amazon launched Amazon Video Direct for users to post videos and earn royalties with them, setting it up directly against Alphabet Inc’s YouTube.
EA is telling the world that it wants into the third-person action market with an open world game, but it does not appear to be happening any time soon.
EA Studios VP Patrick Söderlund told us in 2015 that EA wanted to expand its portfolio into gigantic action games like Assassin’s Creed or Batman or GTA and CFO Blake Jorgensen said something similar.
“We feel like there’s a huge opportunity for us to continue to invest in new areas of the business like the action genre where we haven’t competed historically. There’s a very ripe opportunity for us to invest in and we’ve been able to bring great talent in to build out that part of the business.”
But according to Game Radar it is not going to happen any time soon. Blake is quoted as saying that the outfit was building an action genre product that’s probably will appear in three or four years.
We can expect something new from EA next year which has not been announced, Blake said. But this will not be anything like the big games which have captured popular attention.
Twitter has prohibited a data-mining firm from providing analytics of real-time tweets to U.S. intelligence agencies, according to a Wall Street Journal report, quoting a person familiar with the matter.
Twitter, which provides Dataminr with real-time access to public tweets, seems to be trying to distance itself from appearing to aid government surveillance, a controversial issue after former National Security Agency contractor Edward Snowden revealed that the government was collecting information on users through Internet and telecommunications companies.
Executives of Dataminr told intelligence agencies recently that Twitter, which holds around 5 percent of the equity in the startup and provides the data feed, did not want the company to continue providing the service to the agencies.
Twitter’s move appears to be in line with its policy on the use of its tweet data by external companies.
“Dataminr uses public Tweets to sell breaking news alerts to companies such as Wall Street Journal parent Dow Jones and government agencies such as the World Health Organization, for non-surveillance purposes,” Twitter said in a statement Sunday. “We have never authorized Dataminr or any third party to sell data to a government or intelligence agency for surveillance purposes.”
U.S. intelligence agencies gained access to Dataminr’s service after In-Q-Tel, aventure capital organization backed by U.S. intelligence agencies, put money in the firm, the WSJ said, quoting a person familiar with the matter. Twitter is said to have conveyed to Dataminr that it didn’t want to continue the relationship with intelligence agencies at the end of a pilot by the data analysis firm arranged by In-Q-Tel. Dataminr does not figure in the list of In-Q-Tel portfolio companies on its website.
The smartphone market has hit a bit of a lull. Sure, they’ve got bigger and faster (that’s what she said) but it’s been hard to get really excited about new phones recently beyond the fact that, well, they’re new.
The iPhone 7 may – or may not – change this, but it’s more likely to be a new design, a slightly faster processor and maybe a new iOS version.
But what if we look further into the future, say 2020 or 2021, and devices like the iPhone 9 or Galaxy S9? What will hit the market then to get excited about? Mind-control text capabilities? Full 360-degree video filming? Bendable screens? Week-long battery life?
Well, let’s start with the battery. Sadly, week-long battery life on a smartphone seems unlikely even by 2020, as Dr Kevin Curran, reader in Computer Science at Ulster University and a senior member of the IEEE, explained to the INQUIRER.
“On average, we only see improvements in capacity of six per cent per annum. So by 2020 we can only really expect a 25 per cent improvement in battery life,” he said.
However, while 25 per cent may sound good, Curran warned that these improvements tend to be offset by the fact the battery has to work harder as devices get more powerful and have higher density pixel displays.
Headlines proclaim major breakthroughs with battery technology, but Curran believes it’s unlikely that battery life will improve significantly, although there is work being done to change this.
“There are promising breakthroughs with regards to lithium-sulphur, supercapacitors, hydrogen fuel cells, solid state batteries and others, but history should tell us to be cautious about any new dramatic claims in having solved the problem of packing energy into a battery,” he said.
OK, so forget battery life. Surely there must be other new and exciting features to look forward to? Well, one technology is thermal imaging.
This was actually unveiled recently on the Cat S60 (pictured below), and Curran believes that other manufacturers will add this to their phones in time.
“This allows for a multitude of use cases, including detecting heat loss around windows and doors, spotting moisture and missing insulation, identifying over-heating electrical appliances and circuitry, and seeing in complete darkness,” he explained.
“This additional sensor allows much better control and depth in the photos you can take,” Curran added.
Meanwhile, analyst house CCS Insight has predicted that wireless charging will be standard by 2020, given that Apple is likely to include this technology in the iPhone 7. That should save scrabbling around for charging points.
Vevo might be the new MTV for millennials, who might not know MTV that played music a few decades ago. Vevo CEO Erik Huggers had an interview at a Hunter Walk blog talking about YouTube, subscription base and the future.
Vevo CEO, ex Intel and ex BBC executive Erik Huggers mentioned that the Vevo will get a subscription based service but for the time being the company will stay with add supported content. Huggers first worked first on the iBBC player and later at Intel OnCue, then Verizon before getting the Vevo CEO.
The company has announced a new Apple TV, iOS and Android applications for people who like to watch the content on the TV console or their tablets and phones. Huggers mentioned that Vevo was getting 17 billion unique views per month. He said that if you are musician you will prefer Spotify for audio streaming and Vevo to YouTube, and here is why.
Peter Mensch, the manager of bands including Metallica, Red Hot Chili Peppers and Muse told a BBC Radio 4 documentary on the music business:
“YouTube, they’re the devil. We don’t get paid at all.”
The BBC quoted him saying that YouTube was killing the record industry.
There is now way you can say it better than this, Mensch obviously knows what he is talking about. When we dug a bit deeper into the issue, bands have issues with complete albums being uploaded to YouTube. The big bands don’t get paid at all, at least according to Peter Mensch.
Vevo might turn its back to YouTube, despite its current business model where the company uses YouTube to distribute its videos. We see a big change coming. Artists are obviously not happy as people are ripping their stuff and not paying.
Online publishing was an area where big mistakes were made 20 + years ago. Online magazines usually rely on marketing, same as YouTube, but it seems that YouTube, Facebook and other big social based website make a lot of money and giving YouTubers and artists pennies.
Huggers believes Vevo can offer a tailored experience which is personalised for individuals who love music videos via various channels including Apple TV or mobile applications. Imagine if Vevo starts offering exclusive concert footage of your favourite bands, this would probably be worth of a few bucks a month, wouldn’t it?
The give-away will run until May 1, or while supplies last, Microsoft said on its e-store.
Last week, Microsoft told Wall Street that sales of its Lumia devices — virtually the only smartphones powered by Windows 10 Mobile — plummeted 73% in the March quarter compared to the year before, falling from 8.8 million in 2015 to 2.3 million in 2016. Revenue from its phone division fell 47%, to $662 million, in the first three months of this year.
More to the point of the two-for-one sale, on Thursday, Microsoft’s chief financial officer, Amy Hood, said, “Sell-through of our Lumia products was weak, and we exited the quarter with relatively high channel inventory.” Simply put, poor sales left more than the expected number of devices in stores and warehouses.
The buy-one-get-one-free deal may be Microsoft’s way of flushing out the current overstock.
Buyers in the U.S., Canada and Puerto Rico will receive a $549 unlocked Lumia 950 when they purchase an unlocked Lumia 950 XL. The latter is Microsoft’s top-of-the-line Windows 10 Mobile smartphone, which went on sale in November 2015.
The offer is limited to two Lumia pairs per customer.
Microsoft’s smartphone business continued to drag down the Redmond, Wash. firm’s overall revenue outlook. While Hood did not pin a dollar amount to Lumia’s impact on the June quarter, Microsoft’s final in its 2016 fiscal year, she acknowledged that, “We expect year-over-year revenue declines to steepen in Q4 as we work through our Lumia channel position.”
Google is pulling the plug on Google Compare, its U.S. comparison-shopping site for auto insurance, credit cards and mortgages after one year, the Wall Street Journal reported on Monday, citing people familiar with the matter.
The quick reversal is a setback to the Alphabet unit’s efforts to use its enormous reach to provide consumers with niche shopping services and financial-services tools, the Journal said.
The company said in an email to its partners on Monday that Google Compare’s U.S. and U.K. services would start winding down this month and terminate on March 23, according to the Journal.
Google said the service didn’t meet its expectations and that the company will now focus on AdWords and future innovations, the paper reported citing the email.
Google could not immediately be reached for comment outside U.S. business hours.
Yahoo Inc Chief Executive Marissa Mayer announced cost-cutting measures that include slashing 15 percent of the company’s workforce, or roughly 1,600 jobs, and closing several business units, according to a report by the Wall Street Journal.
The plans were announced after Yahoo’s fourth-quarter results on Tuesday, the Journal reported, citing people familiar with the matter. It did not specify which business units might be closed.
A Yahoo spokeswoman said the company could not comment during its quiet period before releasing earnings.
Activist investors have pressed Yahoo to sell its core business rather than spin it off, even though a sale would likely incur more taxes.
It is unclear whether the plan Mayer is expected to announce would satisfy their demands, but cutting costs could make Yahoo more attractive to buyers.
Verizon has said it is interested in acquiring Yahoo if it were up for sale. Other potential buyers would include media and private equity firms, analysts said.
Yahoo had about 11,000 employees as of June 30, according to its website, down from a Dec. 31, 2014 total of about 12,500 full-time employees and what it called fixed term contractors.
Separately, a former Yahoo employee filed a lawsuit against the company Monday challenging its “quarterly performance review” process, on grounds it assigned numerical ratings to workers that in some cases were used to fire those at the bottom of the scale.
The lawsuit, filed in federal court in San Jose, California, said the plaintiff was terminated in 2014, despite being previously praised, as a result of the QPR process.
The filing said Yahoo’s use of the QPR process to terminate large numbers of employees violates federal and California laws that require employers to disclose mass layoffs above a certain threshold.
According to Newzoo’s 2016 Global eSports Market Report, this year is expected to be a “pivotal” one for the eSports sector. The firm said that last year’s tally for worldwide eSports revenues came to $325 million, and this year the full eSports economy should grow 43 percent to $463 million; Newzoo said this correlates with an audience of 131 million eSports enthusiasts and another 125 million “occasional viewers who tune in mainly for the big international events.” Overall, Newzoo’s report states that global and local eSports markets should jointly generate $1.1 billion in 2019.
Looking a bit deeper, Newzoo found that investment into and advertising associated with eSports continue to grow at a rapid clip. “This year has been dominated by the amount of investors getting involved in eSports. An increasing amount of traditional media companies have become aware of the value of the eSports sphere and have launched their first eSports initiatives. With these parties getting involved, there will be an increased focus on content and media rights. All major publishers have increased their investment into the space, realizing that convergence of video, live events and the game itself are providing consumers the cross-screen entertainment they desire from their favorite franchises,” Newzoo commented.
Online advertising in particular is the fastest growing revenue segment within eSports, jumping up 99.6 percent on a global scale compared to 2014. North America is expected to lead the charge worldwide.
“In 2016, North America will strengthen its lead in terms of revenues with an anticipated $175 million generated through merchandise, event tickets, sponsorships, online advertising and media rights. A significant part of these revenues flows back to the game publisher, but across all publishers, more money is invested into the eSports economy than is directly recouped by their eSports activities,” said Newzoo’s eSports Analyst, Pieter van den Heuvel.
“China and Korea together will represent 23 percent of global esports revenues, totalling $106 million in 2016. Audience-wise, the situation is different, with Asia contributing 44 percent of global eSports enthusiasts. Growth in this region is, for a large part, fuelled by an explosive uptake in Southeast Asia.”
While eSports is certainly on a good path for growth, game companies would be wise to not get too caught up by the hype. The average annual revenue per eSports enthusiast was $2.83 in 2015 and is expected to grow to $3.53 this year, Newzoo said, but that’s still a factor four lower than a mainstream sport such as basketball, which generates revenues of $15 per fan per year.
Peter Warman, CEO at Newzoo added, “The initial buzz will settle down and the way forward on several key factors, such as regulations, content rights and involvement of traditional media, will become more clear. The collapse of MLG was a reminder that this market still has a long road to maturity and we need to be realistic about the opportunities it provides. In that respect, it is in nobody’s interest that current market estimates differ so strongly. Luckily, when zooming in on the highest market estimates of more than $700 million, the difference is explainable by an in-depth look. This estimate only differs in the revenues generated in Asia (Korea in particular), and by taking betting revenues into account. At Newzoo, we believe betting on eSports should not be mixed into direct eSports revenues as the money does not flow into the eSports economy. Similarly, sports betting is not reported in sports market reports.”
On February 16, Street Fighter V will launch on PlayStation 4 and PC. It will not be launching to Xbox One thanks to an exclusivity deal signed with Sony. And as Capcom director of brand marketing and eSports Matt Dahlgren told GamesIndustry.biz recently, there are a few reasons for that.
Dahlgren called the deal “the largest strategic partnership that fighting games have ever seen,” and said it addressed several problems the publisher has had surrounding its fighting games for years.
“Basically every SKU of a game we released had its own segmented community,” he said. “No one was really able to play together and online leaderboards were always segmented, so it was very difficult to find out who would be the best online and compare everybody across the board.”
Street Fighter V should alleviate that problem as it’s only on two platforms, and gamers on each will be able to play with those on the other. Dahlgren said it will also help salt away problems that stemmed from differences between platforms. For example, the Xbox 360 version of Street Fighter IV had less input lag than the PS3 version. That fraction of a second difference between button press and action on-screen might have been unnoticeable to most casual players, but it was felt by high-level players who know the game down to the last frame of animation.
“There were varying degrees of input lag, so when those players ended up playing each other, it wasn’t necessarily on an equal playing field,” Dahlgren said. “This time around, by standardizing the platform and making everyone play together, there will be a tournament standard and everyone is on an equal playing field.”
Finally, Dahlgren said the deal with Sony will help take Street Fighter to the next level when it comes to eSports. In some ways, it’s a wonder it’s not there already.
“I think fighting games are one of the purest forms of 1v1 competition,” Dahlgren said. “A lot of the other eSports games out there are team-based, and while there’s an appeal to those, there’s something about having a single champion and having that 1v1 showdown that’s just inherently easy for people to understand.”
Street Fighter has a competitive gaming legacy longer than League of Legends or DOTA, but isn’t mentioned in the same breath as those hits on the eSports scene. In some ways, that legacy might have stymied the franchise’s growth in eSports.
“A lot of our community was really built by the fans themselves,” Dahlgren said. “Our tournament scene was built by grassroots tournament organizers, really without the help of Capcom throughout the years. And I would say a lot of those fans have been somewhat defensive [about expanding the game's appeal to new audiences]. It hasn’t been as inclusive as it could have been. With that said, I do definitely feel a shift in our community. There’s always been a talking point with our hardcore fans as to whether or not Street Fighter is an eSport, and what eSports could do for the scene. Could it potentially hurt it? There’s been all this controversy behind it.”
Even Capcom has shifted stances on how to handle Street Fighter as an eSport.
“In the past, we were actually against partnering up with any sort of corporations or companies out there that were treating eSports more like a business,” Dahlgren said. “And that has to do out of respect for some of our long-term tournament organizers… Our fear was that if we go out and partner up with companies concerned more about making a profit off the scene instead of the values that drive the community, then it could end up stomping out all these tournament organizers who are very passionate and have done so much for our franchise.”
“In the past, we were actually against partnering up with any sort of corporations or companies out there that were treating eSports more like a business.”
So instead of teaming with the MLGs or ESLs of the world, Capcom teamed with Twitch and formed its own Pro Tour in 2014. Local tournament organizers handle the logistics of the shows and retain the rights to their brands, while Capcom provides marketing support and helps with production values.
“I can’t say Capcom wouldn’t partner up with some of the other, more established eSports leagues out there,” Dahlgren said. “I do think there’s a way to make both of them exist, but our priority in the beginning was paying homage to our hardcore fans that helped build the scene, protecting them and allowing them to still have the entrepreneurial spirit to grow their own events. That comes first, before partnering with larger organizations.”
Just as Capcom’s stance toward tournaments has changed to better suit Street Fighter’s growth as an eSport, so too has the business model behind the game. The company has clearly looked at the success of many free-to-play eSports favorites and incorporated elements of them (except the whole “free-to-play” thing) into Street Fighter V. Previously, Capcom would release a core Street Fighter game, followed by annual or bi-annual updates with a handful of new fighters and balancing tweaks. Street Fighter V will have no such “Super” versions, with all new content and tweaks made to the game on a rolling basis.
“We are treating the game now more as a platform and a service, and are going to be continually adding new content post-launch,” Dahlgren said. “This is the first time we’re actually having our own in-game economy and in-game currency. So the more you play the game online, you’re going to generate fight money, and then you can use that fight money to earn DLC content post-launch free of charge, which is a first in our franchise. So essentially we’re looking at an approach that takes the best of both worlds. It’s not too far away from what our players really expect from a SF game, yet we get some of the benefits of continually releasing content post-launch and giving fans more of what they want to increase engagement long-term.”
Even if it’s not quite free-to-play, Street Fighter V may at least be cheaper to play. Dahlgren said that pricey arcade stick peripherals are not as essential for dedicated players as they might have seemed in the past.
“Since Street Fighter comes from an arcade heritage, a lot of people have this general belief that arcade sticks are the premier way of playing,” Dahlgren said. “I think now that the platform choice has moved more towards consoles, pad play has definitely become much more prevalent. I would believe that at launch you’re probably going to have more pad players than you actually have stick players. And in the competitive scene, we’ve seen the rise of a lot of very impressive pad players, which has pretty much shown that Street Fighter is a game that’s not necessarily dictated by the controller you play with; it’s the strategies and tactics you employ. And both of them are essentially on equal playing ground.”
Electronic Arts is the latest publisher to add a dedicated eSports group to its business, as CEO Andrew Wilson today announced the formation of the EA Competitive Gaming Division.
“As the latest step in our journey to put our players first, this group will enable global eSports competitions in our biggest franchises including FIFA, Madden NFL, Battlefield and more,” Wilson said, adding, “EA’s CGD will seek to build a best-in-class program to centralize our efforts with new events, as well as the infrastructure to bring you the world’s preeminent EA competitive experiences.”
Wilson said the CGD will foster competition and community around EA’s games, creating official tournaments and live broadcasts to entertain millions.
Leading up the new CGD will be Peter Moore, who will step down from his role as chief operating officer of EA at the end of the fiscal year to assume a new role as executive vice president and chief competition officer. Moore is well acquainted with EA’s key competitive gaming franchises like FIFA and Madden; prior to assuming his current role in 2011, Moore spent almost four years as president of EA Sports. An EA representative said the company has not yet announced a successor to Moore in the COO position, with details on those plans to come in the weeks and months ahead.
Moore seems excited to lead a burgeoning field for EA. “As a longtime champion of competitive gaming, bringing this to life at EA is a once-in-a-lifetime opportunity for me,” he said in a tweet. He also told IGN that this is something that EA has been thinking about for some time.
“We’re already very engaged with our development teams around the world to make sure our games have got modes that lend themselves very well to competitive gaming, built-in from the get-go. Not as something that’s put in as an add-on mode or a last-minute afterthought,” he explained.
“Prior to the formation of this division, conversations have been had, not just within the last few weeks but in the last couple years, about how we’ve got games that are coming to market in FY17, FY18, and FY19, and making darn sure that if you’re in a genre that lends itself to competitive gaming, you better have those modes built in.”
Wilson also named Todd Sitrin as the division’s senior vice president and general manager. Sitrin started with the company 14 years ago, leading product marketing at EA Tiburon for projects like Madden NFL and NASCAR Racing. Over the next decade, he worked his way up to senior vice president of marketing for all EA Sports, and has spent the last few years overseeing global marketing and product marketing for EA as a whole.
EA is by no means the only traditional publisher to identify an opportunity in the eSports market. In October, Activision Blizzard established its own eSports division. Unlike EA, Activision Blizzard looked outside its own walls for leadership of the group, tapping former ESPN CEO Steve Bornstein and MLG co-founder Mike Sepso to handle the new division.
Alphabet Inc’s YouTube is looking to get rights for streaming TV series and movies for its $9.99-a-month subscription service as it attempts to ramp up competition against rivals such as Netflix Inc and Amazon.com Inc, the Wall Street Journal reported, citing people familiar with the matter.
The Journal reported that executives of the company have met with Hollywood studios and other production companies in recent months to consider pitches and negotiate licenses for new content.
YouTube is eager to secure these rights and is focusing on new material. It is however not clear which TV series or movies the company is pursuing, WSJ reported.
YouTube is still deciding how much content to license, but it wants to have a strong collection of original programing and licensed programing in 2016 and beyond, WSJ reported, citing a person familiar with the matter.
The company is using existing relationships of Google Play with movie studios and other premium video content owners to negotiate streaming deals, WSJ reported.
Former programing chief of MTV Susanne Daniels and Kelly Merryman, a former Netflix content executive, are involved in these talks, the newspaper said.
The service, which is called YouTube Red, could be host to exclusively streaming these contents. The shows or movies could also be also released through traditional channels like movie theaters, cable networks and DVDs alongside YouTube Red, the person added.
YouTube Red, which was launched in October, allows viewers to watch videos from across the site without interruption from advertisements.
Yahoo’s board may be mulling over the sale of its core Internet business, after an activist investor demanded last month that the company explore the sale of its core search and display advertising businesses.
The board will be meeting this week to discuss the sale in a series of meetings from Wednesday through Friday, The Wall Street Journal reported, citing people familiar with the matter.
Yahoo had previously planned to spin off its shares in Alibaba Holding Group, through a company called Aabaco Holdings, but has held back on the move because of uncertainties about potential tax implications.
In a letter last month to Maynard J. Webb, chairman of Yahoo’s board, and its CEO Marissa Mayer, investor Starboard Value’s Managing Member Jeffrey C. Smith wrote that the proposed spin off of Aabaco was not Yahoo’s best alternative, and the company should instead be exploring a sale of Yahoo’s core business of search and display advertising, while leaving Yahoo’s ownership stakes in Alibaba and Yahoo Japan in the existing corporate entity.
Smith threatened that his firm “will look to make significant changes to the Board if you continue to make decisions that destroy shareholder value.”
Yahoo’s core business has not been very strong, despite a turnaround effort by Mayer, including a search advertising agreement with rival Google announced in October. Its revenue grew 6.8 percent in the third quarter to US$1.2 billion, while profit dropped to US$76 million. The company also had some key staff leaving.
A separation of Yahoo’s Alibaba Group and Yahoo Japan stakes from the core business would unlock immediate value for shareholders and allow Yahoo’s core business to better recruit and retain talent, according to Starboard Value.
“It’s likely some jobs will be impacted by this [cost-cutting] process, but it’s premature to talk about details,” said Sprint spokesman David Tovar in a telephone interview on Friday.
In addition to 31,000 workers, the company also employs about 30,000 contractor employees, he said. Sprint, with 57.7 million customers, fell to the nation’s fourth largest wireless carrier in August, behind T-Mobile.
The cost-cutting plan of $2 billion to $2.5 billion was described in an internal memo to employees, sent by new chief financial officer Tarek Robbiati. “We just want to make sure employees know what’s happening,” he said.
Robbiati’s memo was first reported by The Wall Street Journal last week.
The memo was distributed a few days after Sprint said it would not participate in an auction of low-frequency wireless spectrum. But Tovar contended that the two announcements are not connected with any sudden changes in Sprint’s long-term restructuring plan, which CEO Marcelo Claure has described many times since taking over a year ago.
“We have plenty of spectrum, the most of any other U.S. company, and we don’t need to participate in the auction,” Tovar added. “We’re going full speed ahead on our network plan and the decision not to participate in the auction has nothing to do with what you’re hearing about cost reductions.”
Over the last few years, competitive gaming has made huge strides, building a massive fanbase, supporting the rise of entire genres of games and attracting vast prize pots for the discipline’s very best. Almost across the board, the phenomenon has also seen its revenues gaining, as new sponsors come on board, including some major household names. Sustaining the rapidity of the growth of eSports is going to be key to its long term success, maintaining momentum and pushing it ever further into the public consciousness.
In order to do that, according to Newzoo, eSports need to learn some lessons from their more traditional athletic counterparts. Right now, the research firm puts a pin in eSports revenues of $2.40 per enthusiast per year, a number which is expected to bring the total revenue for the industry to $275 million for 2015 – a 43 per cent increase on last year. By 2018, the firm expects that per user number to almost double, reaching $4.63.
That’s a decent number, representing very rapid growth, but it pales in comparison to Newzoo’s estimates on the average earning per fan for a sport like Basketball, which represents a $14 per fan revenue – rising to $19 where only the major league NBA is a factor. To catch up to numbers like this is going to take some time, but Newzoo’s research has listed five factors it considers vital to achieving that aim.
Right now, MOBAs are undeniably the king of the eSports scene, and one of the biggest genres in gaming. The king of MOBAs, League of Legends, is the highest earning game in the world, whilst others like Valve’s DOTA 2 are also represent huge audiences and revenues, including the prestigious annual International tournament. Shooters are also still big business here, with Activision Blizzard recently announcing the formation of a new Call of Duty League.
Nonetheless, MOBAs are still the mainstay and if you don’t like them, you’re not going to get too deeply into competitive gaming as a fan. Although their popularity with the athletes is going to make them a difficult genre to shift, Newzoo says that broadening the slate is a key factor to growth.
The major tournaments bring players, and audiences, from all over the world, but it’s often only the very top tier of players who can find themselves a foothold in regular competition. Major territories like the US, South Korea and Europe have some local structure, but again League of Legends stands almost alone in its provision of local infrastructure. By expanding a network of regular leagues and competitions to more countries, eSports stands a much better chance of building a grassroots movement and capturing more fans.
Already a problem very much on the radar of official bodies and players around the world, the introduction of regulation is always a tough transition for any industry. However, when you’re putting up millions of dollars in prize money, you can’t have any grey areas around doping, match fixing and player behaviour at events. These young players are frequently thrust into a very rapid acceleration of lifestyle, fame and responsibility – a heady mixture which can prove to be a damaging influence on many. Just like in other sports, stars need protecting and nurturing – and the competitions careful monitoring – in order for growth to occur without scandal and harm to its stars.
Dishing out the rights to broadcast, promote and profit from eSports is a complex issue. Whilst games like football are worldwide concerns, with media rights a hotly contested and constantly shifting field, nobody owns the games themselves. With eSports, every single aspect of the games being played is a trademark in itself, with its owners understandably keen to protect them. However, with fan promotion such a key part of the sport’s growth, and services like Twitch a massive factor in organic promotion, governing the rights of distribution is only going to become a murkier and more complex business as time goes on. With major TV networks, well used to exclusivity, now starting to show an interest, expect this to become a hot topic.
Conflict between new and old media
That clash of worlds, between the fresh and agile formats of digital user-sourced broadcasting and the old network model is also going to be source of many of its own problems. One or the other, or even both, is going to have to adapt fast for there to be a convivial agreement which betters the industry as a whole. There’s currently considerable pushback from established media against the idea of eSports becoming accepted as a mainstream activity, fuelled in no small part by their audiences themselves, so a lo of attitudes need to change. Add to that the links between these media giants and many of the world’s richest advertisers and you can start to see the problem.