ILUNI UI Akan Menggelar Turnamen Mobile Legends Berhadiah 150 Juta Rupiah

Ikatan Alumni Universitas Indonesia (ILUNI UI) melalui Millennial and Business Center mengajak gamers di seluruh Indonesia untuk bertanding dalam kompetisi Mobile Legends pertama kali diselenggarakan Ikatan Alumni UI.  Ajang yang bertajuk ILUNI UI Esports Championship ini akan memperebutkan total hadiah senilai 150 juta Rupiah.

ILUNI UI Esports Championship hadir sebagai bentuk dukungan ILUNI UI terhadap industri digital kreatif esports di Indonesia. “Industri esports terus berkembang setiap tahunnya, untuk itu Millennial and Business Center ILUNI UI menggagas kompetisi esport pertama dari Alumni UI untuk dapat mendukung perkembangan ekosistem digital kreatif. Kompetisi ini diharapkan dapat turut mengembangkan potensi para alumni muda khususnya melalui berbagai acara yang memberikan wadah dan wawasan akan tren industri saat ini,” papar Ketua Millennial and Business Center ILUNI UI, Muhammad Pradana Indraputra, dalam sesi konferensi pers virtual, Sabtu (24/10).

ILUNI UI Esports Championship
ILUNI UI Esports Championship

Sementara itu, Ketua Pelaksana ILUNI UI Esports Championship, Rob Clinton, menyebut menyatakan, “saat ini sudah ada empat tim besar dari Woman Star League yang akan bergabung yaitu Siren Moon, Belletron Battle Angels, EVOS Esports, dan Alter Ego Aphrodite. Sementara itu masih ada empat tim besar lain yang akan bergabung, salah satunya dari MDL. Moonton selaku developer dari Mobile Legends: Bang Bang pun telah memberikan dukungan penuh untuk ajang ini.”

Asosiasi Video Games Indonesia (AVGI) turut mendukung pelaksanaan ILUNI UI Esports Championship. Sekretaris Jenderal AVGI, Angki Trijaka, mengapresiasi inisiasi ILUNI UI dalam menghadirkan kompetisi esports yang bergengsi. “AVGI mendukung penuh pelaksanaan ILUNI UI Esports Championship yang dapat turut mengembangkan industri esports di Indonesia. Dukungan kami wujudkan melalui kolaborasi AVGI dengan ILUNI UI dalam menghadirkan ajang pertandingan esport bergengsi menggunakan sistem National Open Qualifier yang mengundang hingga 10,000 pemain dari 2,000 tim di seluruh Indonesia,” tuturnya.

Rob Clinton saat memberikan sambutannya. Dokumentasi: Hybrid
Rob Clinton selaku ketua pelaksana ILUNI UI Esports Championship. Dokumentasi: Hybrid

Menurut Angki, industri esports memberikan peluang yang menjanjikan bagi Indonesia, salah satunya game Mobile Legends yang akan dipertandingkan kali ini, telah memiliki penggemar yang luas di Indonesia. Bahkan, tim Mobile Legends dari Indonesia telah mengukir prestasi dan cukup dikenal di kancah internasional. Ia berharap industri esports dapat semakin berkembang dengan dukungan dari berbagai pihak dan makin banyak lagi pihak yang mengikuti jejak ILUNI UI mengadakan kompetisi esports di Indonesia.

ILUNI UI Esports Championship ini akan hadir dengan empat babak kualifikasi yang akan berlangsung selama 28 November – 13 Desember 2020. Setiap babak tim yang terdaftar akan dibagi ke dalam empat grup kualifikasi. Untuk informasi lebih lanjut juga tersedia di akun Instagram ILUNI UI Esports Championship, sedangkan pendaftaran bisa dilakukan melalui tautan ini.

Para pecinta esports dapat menyaksikan live streaming setiap babak final kualifikasi serta babak playoff dan final yang akan berlangsung pada tanggal 18 – 20 Desember 2020 melalui kanal Youtube ILUNI UI. Hadir pula  shoutcaster Mobile Legend ternama Indonesia seperti Iius Andre, Clara Mongstar, Riyan Batitstuta “KB”, Momo Chan, Fauzianska Ramadhan “Ranger Emas”, dan Ferry Ferdiansyah “Pak Pulung” yang akan meramaikan jalannya pertandingan.

Disclosure: Hybrid adalah media partner acara ini. 

Aiming on Gen Z and Gen Alpha, F1 Launches F1 Mobile Racing Esports Series

Formula 1 entered esports in 2017. At that time, they started by doing F1 Esports. Monday, 7 September 2020, F1 launched new esports tournament, F1 Mobile Racing Esports Series. This virtual race is aiming for the mobile gaming market. F1 Mobile Racing, made by Codemasters, will be played in the competition.

“Mobile esports is a booming industry as Gen Zs and Gen Alpha spend more time gaming and on their phones. We see huge potential to develop our product set and expertise in this area in our ongoing effort to reach out and build our younger fanbase, providing ever more touchpoints for them to engage with Formula 1.” Said Julia Tan, Head of Digital Business Initiaves and Esports, Formula 1, cited from Esports Insider.

F1 Mobile Racing Esports Series
F1 Mobile Racing

F1 Mobile Racing Esports Series will start on September 2020. The qualifying round will run for the next 3 months. Qualified racers will continue to the final rounds, on December 2020. Final rounds will run for 9 days.

Besides holding mobile esports competition, F1 will carry on F1 Esports Series. Backed by Aramco, this tournament already enters its fourth season.

“This is part of F1’s strategy to continue making the sport more accessible to our fans through gaming and esports, especially with F1 Mobile Racing developed by Codemasters being completely free to download and with participation being free and open to all. We are excited to kick off our search for our inaugural F1 Mobile Racing Esports Champion 2020!” Said Tan.

Last month, F1 also announced their F1 Esports Pro Series. That competition will feature US$750,000 (around IDR 11.2 billion) prize pool. Since the pandemic, esports industry, especially racing simulation, has been growing rapidly. It’s no wonder since there are many races replaced by esports tournament. On March 2020, F1 held Virtual Grand Prix to replace cancelled Grand Prix.

The original article is in Indonesian, translated by Yabes Elia.

Do We Need to Hold an Esports Tournament for Women?

Esports is now becoming increasingly popular. Not only that, but people are also starting to recognize esports as a sport. In fact, esports has been included in various prestigious sporting events, such as the Asian Games 2018 and SEA Games 2019. Rumour says that esports will also be included in the Olympics.

In traditional sports, most competitions are segregated by gender. One of the reasons is because physically, women and men are known to have different abilities. Knowing that when playing esports, the athletes “only” have to stare at the screen and move the mouse or touch the smartphone screen, you might think that there is no significant difference between men’s and women’s performance. However, is that really so?

 

Is Male and Female Performance Different?

When asked if there is a difference between the performance of female and male esports athletes, Shena Septiani, Digital Marketing Manager, Bigetron Esports said, “in my opinion, the difference in mechanics is influenced by hormones. Balanced estrogen and progesterone in women are key to how the brain and emotions work.”

Estrogen is a sex hormone in women that is quite dominant. Indeed, men also have estrogen. It’s just that the level of estrogen in women is higher than men. The function of these hormones in women and men is also different. Same with the progesterone, women and men do have this hormone but in different levels and functions. In women, progesterone affects the menstrual cycle, pregnancy, and embryogenesis.

“These two hormones make it difficult for women to focus at certain times,” says Shena. “However, it could be solved with regular exercise and discipline. The proof is, at Bigetron, there is BTR Alice who is a member of Bigetron Red Aliens, PUBG Mobile division. ”

Bigetron Red Aliens. | Sumber: Facebook PUBG Mobile Indonesia
Bigetron Red Aliens. | via: Facebook PUBG Mobile Indonesia

Unfortunately, not all esports teams mix male and female players. This is due to several things, according to Kresna, Project Manager for Women Star League. One of them is because women might feel more comfortable playing with other women. Likewise, male players feel the same.

“Apart from that, there is also an assumption that the female players are not good at playing games,” said Kresna. “Yes, it’s a burden, it’s troublesome, and so on. That’s what makes men tend to create teams with male players too. “However, according to Kresna, this assumption is not correct. She believes that the existence of a women’s only esports tournament can help to erase this stigma.

Meanwhile, according to Herry Wijaya, Head of Operations Mineski Global Indonesia, nowadays, most female esports players are more interested in becoming influencers than being professional players. “If I can draw short conclusions without research, I see that female players don’t usually become pro players in the end. Even after winning esports tournaments for women, they usually become influencers,” he said. “I don’t see the ambition to shift the position of a well-known player in a big esports organization, like Rekt from EVOS for example.”

 

How Important Are Women Only Esports Tournaments?

According to Rezaly Surya Afhany, Esports Manager at Telkomsel and Head of Digital Games Product Management, women’s esports tournaments are essential to be held, both by publishers and by third parties. “My personal opinion is that the ecosystem in the game industry will grow organically and be much healthier if you pay attention to the needs of these lady gamers,” Rezaly said when contacted via text message. “One of them is through organizing a special women’s tournament.” He feels that currently, the number of esports tournaments for female gamers is lesser than for men, starting from grassroots to national level competitions.

The Prime Snaky jadi pemenang PINC Ladies 2020. | Sumber: Instagram
The Prime Snaky is the winner of PINC Ladies 2020. | Sumber: Instagram

“Several major publishers in Indonesia have been developing women tournaments for a long time, such as the Princess Cup, the Arena of Valor tournament from Garena or PINC Ladies, the PUBG Mobile tournament from Tencent. Although, the tournament is still presented as part of an entertaining match, “said Rezaly. “In my opinion, slowly but surely, the market is already visible, both from the participating teams or viewership. As long as the tournament exists, these female pro players will try to form a solid team to participate. So, the quality of the matches is no less fierce than men’s esports matches. ”

Regarding ability, Kresna has another view. “In terms of skills, I think female players are not the same as the Mobile Legends Pro League team. Maybe, if the Mobile Legends Developmental League is still 50-50. But, compared to other teams outside those leagues, the ladies in the esports organization, their skills should be at the same level or higher,” he said.

Martin Yanuar, Manager of Belletron, has the same opinion as Kresna. “In our opinion, the skills of male and female players will not be the same. Because female players tend to find it more difficult to train full-time,” he said. “Unless the ladies tournament gives a prize equivalent to a public tournament worth hundreds of millions.”

Indeed, in terms of total prizes, women’s esports tournaments usually offer much smaller rewards than general ones. For example, PINC winners get a prize of IDR 180 million, while PINC Ladies winners only get IDR 10 million.

As part of an esports organization, Shena expressed her hope that in the future, esports tournament organizers will give prizes that are as big as general tournaments. “Although actually, this problem does not only occur in esports, but also in the world of sports,” he said. “Hopefully, in the future, esports tournaments can be more equal to gain more female players.”

Pembagian hadiah turnamen PINC. | Sumber: situs resmi
PINC prizepool | via: official site
Pembagian hadiah turnamen PINC Ladies. | Sumber: situs resmi
PINC Ladies prizepool | via: official site

Regarding the imbalance of tournament prizes between male and female competitions, for Rezaly, as long as the organizers and participants do not mind the total prizes given, then this should not be a problem. “The size of the prize is usually used to attract teams to participate in a tournament,” he said. “If all parties, namely organizers and participants agree to participate, then the size of the women’s tournament prize is no longer relevant as the only thing that must be pursued.”

Meanwhile, Rezaly was asked whether the small total prize pool for women’s esports tournaments is due to the low audience interest. He replied, “it could be that the lack of interest from the participants or the number of views made the organizers. Also, sponsors could be thinking hard before holding women’s tournaments because of low ROI (Return of Investment).”

 

The attraction of Women’s Esports Tournaments

Games and esports are domains that are synonymous with men. So, no wonder that most esports viewers are male. According to a study conducted by Interpret in 2019, 70% of esports viewers are male, while the remaining 30% are female. The good news is that the number of female esports fans continues to increase from year to year.

Jumlah penonton esports perempuan terus naik. | Sumber: Interpret
Source: Interpret

However, Herry said, the fact that most of the esports audience is male actually makes women’s esports tournaments popular. “Because most esports audience is male, viewership should be higher for female competition because there is an attraction from the opposite sex,” said Herry. Rezaly also said something similar. The male audience also likes to watch women’s tournaments, especially if there are players who are their idols.

Meanwhile, Kresna said, women-only tournaments were still able to attract audiences. “But, it is not as much as MPL or MDL, which has been running for a long time,” he said. “Probably because women’s tournaments tend to be newer, and not everyone knows.”

Herry said Mineski did have plans to create a special women’s tournament in the future. It’s just that the project may not be realized soon. The reason is, the current esports tournament schedule is already tight. If a new tournament appears, it is possible, this will actually destroy the balance that has been achieved in the current esports ecosystem in Indonesia.

“There are many things to think about if we want to create a new IP,” said Herry. “There are already many competitions. Messing up with the existing schedule is not good. Thus, we prefer to focus on existing tournaments by improving the quality of those tournaments.”

 

Why do the organizers hold a women’s esports tournament?

The Women Star League was held with two purposes Kresna explained. The first is to build an esports ecosystem for female players so that they can compete and have a career in the competitive gaming world like men. “So that the ladies won’t be underestimated and be able to show that they have the same skills as men,” he said.

“Second, by holding a women’s esports tournament, we want this to be a place where women can express their interests or talents in the world of esports and pursue their dreams,” said Kresna. “We want more female players in the tournament so that the women’s esports ecosystem in Indonesia becomes even more acknowledged.”

Just like Kresna, Rezaly said, the aim of organizers such as Dunia Games (which is under Telkomsel) to hold a women’s esports tournament is to develop the women’s esports ecosystem. This will ultimately make the esports industry even more valuable.

Tim ladies DG Esports. | Sumber: LINE
Ladies team of DG Esports. | Source: Dunia Games

“We believe that the women-only tournament will bring out many accomplished female gamers so that there will be more engagement, viewership, more contents, and more new job vacancies,” said Rezaly. “We want the women’s esports ecosystem to be developed, just like many other sports events, both at the national and global levels. There are actually special competitions for women in traditional sports events.”

However, Rome was not built overnight, just like the women’s esports ecosystem. To develop the women’s esports ecosystem to be equal to the esports scene for men is not easy these days. Herry estimates that the time needed to establish the women’s esports ecosystem will probably take around three years. With conditions, women’s esports tournaments are held regularly. Ideally, there should be two tournaments every year.

“In 2017, there were only two Mobile Legends teams that had a good performance, namely Saint Indo and Elite8 Esports,” he said. “However, now, MPL has eight teams with the same level of performance.” He believes that something similar can also happen to the women’s esports ecosystem.

 

Conclusion

Esports has developed drastically all around the world. Unfortunately, women are still a minority in the industry. Compared to the number of male players, female players are really minuscule. Not only that, women’s esports tournaments also usually offer smaller prizes. Fortunately, various parties are still interested in holding women’s esports tournaments.

The existence of a women’s esports tournament can be an arena for female gamers to show their abilities. Also, if the tournament is held regularly, it is possible that the women’s esports ecosystem development will be balanced like the men’s esports scene.

Feat Image via: Red Arrow Studio. The original article is in Indonesian, translated by @dwikaputra

When Sim Racing Attracts Community of Indonesian Luxury Car Owners

If you look abroad, collaborations of the esports and gaming ecosystem with automotive brands may have become commonplace. Esports observers may remember the partnership of Audi with Astralis, Mercedes-Benz with SK Gaming and ESL, Tesla with Peacekeeper Elite (PUBG Mobile China), or Rolls Royce with QQ Speed ​​Mobile (Speed ​​Drifter China).

However, we also had that in Indonesia, albeit fewer. We saw Honda Motor in the ESL Jagoan Series or Renault in the First Warriors tournament. Apart from esports in general, sim racing is the most interesting to collaborate with automotive brands. One of them happened at the end of last week, namely the collaboration between GT-Sim.ID and Prestige Image Motorcars.

Sumber: GT.Sim-ID
Source: GT.Sim-ID

Prestige Image Motorcars itself is actually not an automotive brand, but a dealer of imported luxury cars from Europe managed by Rudi Salim, a well-known young entrepreneur. The connection between this business and sim racing is quite close. Therefore on Saturday, September 5 2020, GT-Sim.ID was invited to hold a Sim-Racing competition and celebrate the launch of the latest Prestige Image Motorcars showroom.

“Last week, GT-Sim.ID collaborated with Prestige Image Motorcars to hold a racing simulator event celebrating the launch of Prestige’s newest dealer in Pluit. This could be said as the biggest simulator event we have ever held. There are 15 simulators with around 90 participants consisting of invited guests which are members of luxury car owner communities: BMW ///M Series Owner Community Indonesia, Ferrari Owner Community Indonesia, Porsche Owner Community Indonesia, Lamborghini Owner, and so on.” Said Andika Rama Maulana as Co-Founder of the sim racing team and provider of racing simulation tools, GT-Sim.ID.

“I was shocked by the enthusiasm of the participants yesterday. You can guess how much this community ‘toy’ costs. Even so, they still really like racing using simulators because of the excitement and immersion presented was similar to the original. Interestingly, the members of the luxury car community prefer practical simulator sets to more sophisticated ones at the same price as their cars. The reason is that they just sit and race without having to think about other arrangements.” Rama Maulana continued his story.

Sumber: GT.Sim-ID
Rudi Salim, the owner of Prestige Image Motorcars, with the sim racing winners. Source: GT.Sim-ID

“Hopefully, in the future, there will be more events like this. So that the racing sim can be introduced to more people, and even more circles.” closed Rama expressed his hopes for the local sim racing scene.

Indeed, during this pandemic era, esports racing grew quite rapidly, considering that many real races were changed to virtual ones. Let’s hope luxury car owners could become one of the biggest supporters of local sim racing in the future, or perhaps esports as a whole? Who knows.

The original article is in Indonesian, translated by Yabes Elia

Between Achievements and Esports Team Content, Which One is More Important?

Having a top esports team might be one of the big dreams of esports fans. Self-actualizing as the best gamers, lots of money, and admired by many people, are some of many reasons why having an esports team is a dream come true. However, building and developing an esports organization is not easy.

It takes a lot of funding and capital to achieve that glory. For example, if you aspire to have a team that wins Dota 2 The International, you need financing in the range of hundreds of millions of rupiah for a High-End PC, internet, player salaries, gaming house, and various other operational costs.

However, apart from pursuing achievements, contents may be considered a relatively cheap alternative to raise funding and capital. I discussed an inspirational story when I wrote the profile of FaZe Clan, an esports team that started their career as a fun clan with a YouTube channel that contained cool trick shot content.

On the other hand, there are also success stories of other esports teams that started their development with achievements. This kind of success story comes from Team Liquid, which from the start was created as a competitive gaming clan and has reaped success from its dominance in various esports scenes in the world.

Achievement vs content, winning or gaining exposure, what is the simple formula for building and developing a successful esports organization? Here’s my take on this topic.

 

Costs for Managing A Champion Team

Collecting achievements is probably the most common formula for esports organizations to be successful. For example, T1 received a lot of sponsorship during 2020 due to their accomplishments, such as Nike, Logitech G, to Samsung monitors. Indeed, it seems a bit grandiose if we want to be like T1 who won the world champion three times in a row in one of the most popular esports scenes in the world, League of Legends.

So that we don’t get too far, let’s try to peek from local teams. For this example, I use the AOV division of EVOS Esports, whose achievements are similar to T1, only at the national level… Hehe.

EVOS AOS recorded a champion record three times in a row at the national level tournament through the AOV Star League Season 1, 2, and 3.

This victory has become the source of significant pocket income for the management of EVOS Esports. EVOS AOV received IDR 500 million from ASL Season 1 as well as IDR 355 million from ASL Season 3. If you only count ASL prizes, then EVOS AOV has collected IDR 1.3 billion. We have also written about EVOS total revenue from winning awards during 2019.

Huge amount?

It is, but let’s see how much it costs to run the ream. To find out about this, I interviewed my best friend, Hilmy Khairy who is also known as Hiruma, Deputy of Esports at EVOS Esports. Before taking up his current position, he was the manager of the EVOS AOV team.

I asked him about how much the EVOS AOV team needs operational costs? He answered, “Wow, that is a secret. However, every month there are approximately a total of tens of millions of rupiah spent on the team operations”.

Furthermore, Hilmy then explained what costs were incurred by EVOS management to manage the AOV division. “Definitely the salaries of players and staff, costs for gaming houses, internet, house maintenance, water and electricity, as well as daily expenses and catering fees.”

That’s still not all, there are always unexpected costs, which usually arise when the team is undergoing face-to-face matches. “For offline matches, there are usually additional costs, such as transportation fees for coming to and from the event, there are also snacks for a mood booster when competing. Hotels and accommodation for matches outside the city or abroad are usually from the event organizer” Hilmy added.

From the explanation above, let’s approximate the operational costs for a team like EVOS AOV. First of all, the players’ salaries. Hilmy did not provide the exact number, but he said that the EVOS AOV team’s salaries varied from more than the UMR to two times the UMR.

Jakarta’s UMR is currently IDR 4.276.349,906, and we round it up to IDR 4.3 million. To make it easier, let’s say that all EVOS AOV players’ salaries are two times the UMR which means IDR 8.6 million, multiplied by five people. Just counting the pay alone, we have touched the estimated number of IDR 43 million each month.

We haven’t calculated the costs of renting the gaming house, internet, electricity and water, laundry, catering, and other monthly operations. Let’s say that if you add up everything, the rough number could be in the range of IDR 80 million each month. With this figure every month, the operational costs of a champion team like EVOS AOV are IDR 960 million per year.

Dokumentasi Hybrid - Akbar Priono
When EVOS AOV won their 3rd time ASL Indonesia. Documentation: Hybrid – Akbar Priono

This number is quite surprising, especially since the income of the EVOS AOV from the AOV Star League tournament is only IDR 1.3 billion and was obtained for three seasons, which lasted one and a half years. ASL Season 1 and 2 were held in 2018, which means that EVOS AOV received IDR 1 billion for one year of the tournament.

The team management doesn’t take all the prizes, they only take a portion of the rewards they get. Hilmy said that esports organizations have a prize cut system that varies from 20% to 40%. With the assumption that EVOS uses the largest cut, this means that the management only gets IDR 400 million. If you solely rely on tournament prizes, inevitably, management cannot cover the team’s annual operating costs.

In reality, the income for an esports organization as big as EVOS Esports is not limited to one team, nor does it come from just one source. The estimation described above might be a very crude picture, that the team’s operation costs are high, and the tournament prizes only can’t cover it.

 

Peeking to The Source of The Esports Team’s Income

Before we move on to the next topic, let’s first discuss what the esports team’s business fields are. The assumption that esports organizations only rely on tournament prizes as the only source of income is and overs implication. Maybe only amateur or semi-pro teams that do that.

Esports organizations as big as EVOS Esports, Rex Regum Qeon, BOOM Esports, or Bigetron Esports, usually have more than one source of income. In fact, tournament prizes may not be seen as a source of income, but merely a bonus for the hard work of the management and players.

In a blog article written by an investment adviser from the United States, Roundhill Investment, it is stated that there are at least 6 other sources of income from an esports organization. In “How Esports Teams Make Money” article, it is said that the origins of income for esports organizations include sponsorship, advertising, merchandise, league revenue sharing, and ticket sales.

Sponsorship is perhaps the largest income source. If you’re a loyal reader of Hybrid.co.id, you may be aware of this. Sponsorship news is frequently circulating on our portal. From the local scene, we know that EVOS was sponsored by Lazada on April 15, 2020. From the international stage, there’s more sponsorship news for esports teams.

Quoting from Newzoo, sponsorship turns out to be the most significant source of income for esports, both for the organizations and the tournament organizers. According to the data, sponsorship contributed US $ 636.9 million (around IDR 9.3 trillion) until February 2020. This amount is the most enormous, compared to other sources of income.

After sponsorship, we have merchandise sales. This is also a significant source of income, especially if the esports team is in the top class is equipped with a variety of clothing designs that reflects the personality of the fans.

In the international market, FaZe Clan is an esports organization that is actively running the merchandise business. They even bravely declared their ambition to become the Supreme of esports. In Indonesia, EVOS is one of the esports organizations that has earned quite a lot from the merchandise business. According to the latest report, EVOS reportedly received IDR 150 million just from selling merchandise alone during M1 and MPL ID Season 4.

Furthermore, league competition proceeds and ticket sales may be a source of illicit income on the local scene. So far, no esports match in the country has managed to make a big profit from ticket sales. So, we still can’t discuss ticket sales as a source of income for the esports teams.

When it comes to profit sharing, MPL Indonesia applies a franchise league system in the fourth season, which also uses a profit-sharing system between competing teams.

The number is unknown, but the Chief Editor of Hybrid Esports, Yabes Elia, had a chance to talk with Chandra Wijaya, Managing Director of ONIC Esports, discussing the result of the MPL ID Season 4 slot investment. If you are curious about the impact of the MPL ID S4 league franchise on the business aspects of an esports team, you can watch the interview video below.

From all the various sources of income for the esports teams, how does content play a role in the development of the team? Let’s discuss in the next section.

 

Content as a Source of Income For The Esports Team

Before we discuss more, let’s equate our perception of what is meant by content. In this section, we will limit the discussion of content to Instagram content, YouTube creative content, and live streaming content.

From the source of income for the esports team that we discussed earlier, the income that can be obtained by content can be categorized in the advertising and sponsorship revenue. Why is that? Because sponsorship can include content collaboration in it and content can also get particular income in the form of advertising or brand advertising in the way of the esports’s team content.

If we take a look at the International scene, FaZe Clan is perhaps the ideal example of how an esports organization uses content as their source of income. If we refer to the social media analytics site, Social blade, we can see that Faze Clan’s YouTube channel is one of the biggest in the gaming category. It is noted that the Faze Clan YouTube channel has been subscribed to by 7 million people and can obtain up to US$ 1.5 million (around IDR 22 million).

However, the estimated earnings came from Google AdSense only. Even though it looks very high, the amount is insignificant for an esports organization which, according to Forbes, has a valuation value of US $ 240 million (around IDR 3.5 trillion).

Although it is estimated that Google AdSense revenue is not that large, the entertaining content that many people enjoy from FaZe Clan opens up other business opportunities like sponsorship and advertising. For example, the collaboration between FaZe Clan and Manchester City.

In the Co-Branding collaboration, it is said that the use of the Manchester City jersey with the FaZe Clan brand elements is one of the things that are done in this collaboration. But besides that, there is a content collaboration between the two. With millions of views of every content hosted by FaZe Clan, it’s no wonder sponsors are scrambling to get the opportunity to collaborate with esports team that started their journey from Call of Duty.

The gaming and esports industry are one of the hottest industries lately. No wonder that various brands, both endemic and non-endemic, want to have the attention from the esports audiences; which according to Newzoo has reached 495 million people in the world.

Apart from YouTube content, another area that is also promising in terms of content for esports team is live streaming. Twitch, as the most prominent platform with total watch time reaching 3 billion hours in Q1, is the best platform for esports organizations to get their fans.

In the international esports scene, it’s no wonder we see an esports organization that have a streamer who streams using the organization’s name. The SoloMid team, for example, has Ali Kabbani (Myth) as a content creator and streamer to represent the esports team. FaZe Clan used to have Turner Tenney (tfue) as their mainstay streamer and content creator, although they were eventually parted due to an exploitative contract scandal.

From the case example above, we see how content is also a promising source of income for esports organizations. Then what about esports organization in Indonesia? When it comes to live-streaming, the one difference is that Twitch’s position is irrelevant for the Indonesian gaming market.

Quoting the Esports Markets Trend report compiled by DSResearch in September 2019, 84,6% of the 1.445 total respondents still chose YouTube as their favourite platform for watching gaming content.

To see the role of content for Indonesian esports organizations scene, I took the example of Rex Regum Qeon, which has a YouTube channel with 1.49 million subscribers, one of the largest in Indonesia. Looking at the data from Social Blade, Rex Regum Qeon can obtain up to US$ 17.4 thousand (around IDR 258 million) per month with a total of US$ 208.5 thousand (around IDR 3 billion) per year from Google AdSense.

What makes it interesting, this number actually competes with the total winning prizes obtained by RRQ throughout 2019 which reached at least IDR 5.7 billion. Moreover, as we discussed at the beginning of this article, esports teams usually don’t take all tournament prizes, but at most only 40% share.

So, assuming that RRQ deducts 40% of the tournament prizes that players get, RRQ management will only receive IDR 2.2 billion, IDR 800 million less than the Google AdSense YouTube Channel revenue that they got.

Then how about spending on creating content? The salary for a streamer can be more expensive or cheaper than the wage required for an esports team. Suppose that the salaries for the AOV team for EVOS is in the range of IDR 43 million a month or the minimum salary for the MPL ID team is IDR 45 million a month (IDR 7.5 million x 6), the same number could be used to pay a content creation team. The initial capital for this equipment may reach IDR 50-100 million for video content. Fortunately, the money for this equipment is not something that has to be spent every month – except every month they slammed the camera.

Although esports team expenses could be varied, one thing that cannot be denied is that building a champion team may be more complicated than building a good content team.

Sumber: PUBG Mobile Esports
Source: PUBG Mobile Esports

Why? There are two reasons. First, the content industry is much more mature and older than the esports industry. Professionals who are good at video recording or editing can be found in entertainment industries outside of esports—likewise, the equipment. For example, you can find every component to assemble a low-class desktop PC to the high class in Indonesia. Whereas in esports, the players who are in the top category are still minimal. Same with the coach, for example. You can’t hire a soccer coach to train the Dota 2 team and expect it to adapt quickly – unlike videographers or video editors from the entertainment industry outside of esports.

The second reason why building a champion team is more difficult is because there is only one way; that is, to have a remarkable ability to be a champion. This ability is unlikely to be obtained instantly. The team cohesiveness when competing is also the same.

As for content popularity? There are many ways to find popularity. Female streamers can take advantage of body and face exploration. In fact, it’s easy to get a pretty face or a great body – if you’re lucky in the genetic draw. Some streamers prefer to take advantage of deviant behaviour and harsh words to provoke popularity. Popularity is often not directly proportional to capability. Even a little kid eating meatballs can be popular without needing thousands of hours of training like an esports team. Conversely, you can’t win a competition just by showing cleavage – unless maybe the tournament is about it…

 

The Conclusion

Through the discussions above, we can at least get a rough idea of what esports organizations can get for the achievements they are pursuing and the creative content they produce.

So, achievement or content? It seems that the two of those things are like two lovers who are inseparable and complementary in the process of developing an esports organization.

After all, even a team that is focusing on content like FaZe Clan also has the ambition to become a champion, to the point that they are willing to spend US$ 700,000 in 2016 to buy the CS: GO roster. Team Liquid, which aggressively pursuing achievements, also keeps creating content so that they can still exist in cyberspace.

Even RRQ, which focusing on becoming champions, continues to take advantage of the popularity of their victories as content to continue to make money to help RRQ success.

Building and developing a champion team takes a long time – at least not as short as finding attractive girls or funny and controversial streamers.

The original article is in Indonesian, translated by @dwikaputra

PeSO Receives Approval as the National Esports Organization of the Philippines

Previously, the Philippine Esports Organization (PeSO) applied for accreditation as the National Sports Association. The Philippine Olympic Committee (POC) recently granted the approval to PeSO. That way, PeSO officially becomes a national organization that will be responsible for regulating and developing esports in the Philippines.

“We are honored to be at the forefront of developing the fast-growing esports industry in the Philippines,” said Brian Lim, President of PeSO, according to ESPN. “With the support of POC and Smart, we will be able to strengthen our position not only in the local scene but, more importantly, in the global arena.”

Supported by a telecommunications company Smart Communications, PeSO consists of several well-known esports organizations and companies in the Philippines. Some of the PeSO members include Bren Esports, Gariath Concepts, Mineski Philippines, The Nationals, PlayBook Esports, Tier One Entertainment, TV5, and TNC Holdings.

PeSO dapat akreditasi
via: Facebook

“As the country’s only fully integrated telco and digital services provider, we are excited to enable this organization and provide the best technology to elevate the local esports industry,” said Jane J. Basas, Senior Vice President and Head of Consumer Wireless Business, Smart Communications.

Indeed, so far, Smart Communications has been active in the Philippine esports ecosystem. They once held a national Mobile Legends tournament. Not only that, in July 2020, they also showed off a gaming centre that already uses the 5G network. At that time, they held an exhibition match using cloud gaming between smartphone users and PC players.

Smart teamed up with PeSO and the Esports National Association of the Philippines (ESNAP) to support the Philippine basketball esports team competing in the Pacific Pro-Am NBA 2K20 Tournament shortly after the team’s success in the FIBA ​​Esports Open. Apart from that, Smart also supported the Philippine esports team who competed in the 2019 SEA Games. They even gave prizes to the players who won medals.

“We are glad to have the opportunity to unite gaming fans and rally support for our esports athletes,” said Basas. “We are honored to be part of this huge campaign that will shape the esports industry in the Philippines, and will help our athletes showcase their talents to the whole world.”

Feat image: via Facebook. The original article is in Indonesian, translated by Yabes Elia

PSIS Semarang and Persita Tangerang will be Competing in IFeL 2020

Setia Widianto will represent PSIS Semarang in the 2020 Indonesian Football e-League (IFeL). Previously, he was part of the Indonesian esports team in the 2018 Asian Games. Aged 24 years old, Setia has been a professional player for 5 years. With PSIS Semarang, he’s preparing to compete in the IFeL which will start on 12 September 2020.

Before this, Setia has also played at The Port FC, which competes in the Thai esports league. He revealed that most of the participants representing the football club at IFeL had also been part of the Thai soccer esports team. Yet, of all his potential competitors, he feels his most formidable rival is Rizky Faidan, who plays for PSS Sleman, according to an Antara News report.

Persita Tangerang juga akan ikut serta dalam IFeL 2020. | Sumber: Kompas
Persita Tangerang | via: Kompas

Apart from PSIS Semarang and PSS Sleman, Persita Tangerang will also participate in IFeL 2020. They announced this on Friday, 28 August 2020. In the soccer esports league, Persita Tangerang will be represented by Elul Wibowo, who has played for Prachuap FC and won fourth place in the Toyota E-League Thailand 2020.

For Elul, the emergence of soccer clubs interested in getting into esports is good news. He hopes that the Indonesian esports ecosystem, especially PES, will develop as in other Asian countries. “I want PES esports in Indonesia to grow,” said Elul. “Because in my opinion, in other Asian countries, PES has become a profession for PES players.”

“This is a good first step for Persita, especially in developing the esports division in the future,” said Persita’s Commercial Director, Evelyn Cathy, as quoted by Antara News. She said that joining IFeL 2020 was only the beginning of Persita’s decision to enter esports. In the future, they plan to create their esports team. Apart from soccer games like PES, they are also interested in having a team in other esports games.

“This is just the beginning. Later, we will recruit to build a special esports team. And of course, this offer is open to all residents of Tangerang Raya in particular and anyone who wants to show their talents as a pro player to represent Persita, “said Cathy.

Feat Image: via Instagram. The original article is in Indonesian. Translated by Yabes Elia

Bigetron Esports Adds Another Twin to Its Rosters, Max and Matt

A while ago, Bigetron Esports introduced their new player, Maxx, in a video. Cited from their social media, Maxwell “Maxx” Asessandro was brought to their Mobile Legends team, Bigetron Bravo, which competing in MDL Season 2.

Previously, Matt, the twin brother of Max, has been playing for Bigetron Bravo. With Maxx joining the team, they hope to gain better performance until the end of MDL.

BTR MATT | via: mdl.indonesia
BTR MATT | via: mdl.indonesia

So far, Bigetron Bravo achievement in MDL isn’t satisfying. Up to the third week, Bigetron Bravo is sitting in the middle of standings after getting two losses.

With Maxx and Matt, Indonesian esports has another twin playing in the same team. It means that Bigetron being the team with most twins in Indonesia. This is an interesting phenomenon.

BTR Maxx | via: Bigetron Esports
BTR Maxx | via: Bigetron Esports

Before Matt and Maxx, there is a legendary twin and world champion on esports PUBG Mobile, Made “Zuxxy” Bagas and Made “Luxxy” Bagus. This twin has good synergy in building Bigetron Red Aliens.

Building chemistry in a team isn’t easy. Besides verbal communication, an esports team has to create chemistry among its players. Blood relation (brothers) could be a way to increase this chemistry building. Combined with skills and teamwork,  chemistry could highly increase the chance to win every match.

The original article is in Indonesian, translated by Yabes Elia

Philippine Esports Organization Seeks Accreditation with the Philippine Olympic Commitee

Philippine Esports Organization (PeSO) is an association that consists of esports organization such as Bren Esports, Gariath Concepts, Mineski Philippines, The Nationals, PlayBook Esports, Tier One Entertainment, RV5, and TNC Holdings. Some of the esports teams in PeSO are also representatives of the Philippine during SEA Games 2019. For example, TNC Predator in Dota 2 and Team Sibol in Mobile Legends. PeSO is also supported by Smart Communications.

In their release, PeSO stated that they have registered themselves to get accreditation with the Philippine Olympic Committee. If the application is approved, PeSO will be responsible for developing and governing esports in the country.

Brian Lim, president of PeSO, said: “With the support of Smart Communications, there is no doubt that we are in a stronger position to place in this year’s IESF World Championships,” cited from ABS CBN.

“Smart’s commitment to support and grow esports and the national team, Sibol, is crucial and is definitely appreciated,”

Philippines Esports Organization

IESF World Championships is an esports tournament similar to the Olympic.

PeSO hopes that esports teams under its wing could qualify on the national level and fight for the country on IESF World Championships. The tournament that will be held in Eliat, Israel, will feature 3 games: Dota 2, Tekken 7, and eFootball PES. On August 2020, Indonesia Esports Association (IESPA) also announced that they will be joining IESF World Championships.

“Our goal is to continue leading the way to bring glory to Philippine esports. After supporting Team Sibol in the 2019 SEA Games, Smart reaffirms its commitment to the esports industry by looking for the next members of Team Sibol who will represent the Philippines in the IESF World Championships,” said Jane Jimenez Basas, SVP and Head of Consumer Wireless Business, Smart Communications.

Indeed, esports becomes the main attraction for so many people currently. Last week, Indonesia National Sports Committee (KONI) and Indonesia Ministry of Youth and Esports (Kemenpora) just announced that esports is finally officially recognized as national sports branch by the government.

The original article is in Indonesian, translated by Yabes Elia

Esports is Recognized as a National Sports Branch by Indonesian Government

Esports is growing fast worldwide, including Indonesia. However, something was missing from the Indonesian ecosystem — which is the recognition of the government. Now, that problem is solved after esports is acknowledged as a sports branch by the Indonesia Ministry of Youth and Esports (Kemenpora) and Indonesia National Sports Committee (KONI).

The recognition is officially concluded during the 2020 National Conference (Rakernas) of Central KONI that held virtually on August 25th-27th, 2020. Being recognized as an official sports branch, this means esports could be included in nation-wide official sports competition, such as National Sports Week (PON).

Furthermore about official sports branch, according to the Constitution (Act No. 3 of 2005 on National Sports Systems),  it’s said that: “Official sports are conducted through planned, tiered, and sustainable development with the supports of sports science and technology.”

That’s why this recognition is expected to transform esports to be more structured to boost its growth.

Sumber: PB ESI
Komjen. Pol. Drs. Bambang Sunarwibowo, S.H., M.Hum (right) Daily Chairman PB ESI. Source: PB ESI

Komjen. Pol. Drs. Bambang Sunarwibowo, S.H., M.Hum as the Daily Chairman of PB ESI said that there are some reasons why esports could be included as sports. First, esports use human agility, speed, and brain as well as sports. He also added that esports competition has already been held in various national or event international events, such as the Asian Games 2018 and SEA Games 2019.

According to the press release, this conference also officially recognized that Indonesia Esports Managing Committee (PB ESI) is the only institution that covers esports in Indonesia under KONI.

It’s undebatable that the government can have a significant impact on developing industry. In the esports ecosystem, we saw that there was growth by 25% from 2018 to 2019 in China because (one of the reasons) the government already officially acknowledge professions in esports. The local government of Shanghai and Hainan also actively supports esports tournaments.

Sumber: DotEsports
KeSPA Cup. Source: DotEsports

South Korea is also another country that could be seen as an example. Esports ecosystem in South Korea snowballed because of the significant development from internet and telecommunication infrastructure, Korea E-Sports Association (KeSPA), and government’s investments in the industry. The results? As we can see, South Korea becomes one of the center of the esports industry in the world and home to so many high tier esports players.

However, despite the declaration, some follow-up questions need to be asked. Hopefully, this declaration could start the momentum to improve Indonesian esports ecosystem.

The original article is in Indonesian, translated by Yabes Elia