Naming Rights Agreements in Esports

In recent years, more and more non-endemic brands have decided to support esports players and esports organizations. One of the perks the esports sponsors usually receive is the installation of the company logo or name on the pro jersey. 

Unfortunately, broadcasting esports matches is vastly different from traditional sports competitions. When you watch sports broadcasts, you can clearly observe the athletes and their jerseys. However, most esports matches usually only show in-game events, which of course does not include the player. Players are rarely highlighted, and so their jerseys are also not often displayed. To work around this problem, most companies looking to sponsor an esports team opt to use naming sponsorships. As a result, the company’s name will be integrated and clearly displayed in the team name.

The History of Naming Rights Contracts in Esports

By 2020, the esports industry’s revenue is estimated to be nearly $1 billion USD. Sponsorships and media rights contribute to almost 75% of this total revenue. Furthermore, for most esports organizations, sponsors often contribute to almost all of their income and finances. According to Gaming Street, on average, about 90% of an esports organization’s total revenue comes from sponsorships.

Of course, all these sponsoring companies have their own set of goals they want to achieve from the collaboration. Based on the study called Sponsorship in Esports, most companies that sponsor esports organizations usually seek long-term goals such as building a reputation among esports fans. Short-term goals like increasing sales are usually not the primary motive behind these esports sponsors.

Indeed, being an esports sponsor will boost their popularity among the millennials and Gen Z, which are the large majority of the demographic of esports followers. According to another study titled Sponsoring Esports to Improve Brand Image, one-third of esports fans will usually prefer and perceive sponsoring brands more positively over non-sponsoring ones. Considering that today’s esports audience approximately reaches 474 million, sponsorship companies can effectively attract 158 million potential customers into their business.

The growth of esports viewership. | Source: Newzoo

Generally speaking, there are four types of sponsorship: media sponsors, promotional sponsors, in-kind sponsors, and financial sponsors. Media sponsors deal with secure advertising for an event through television, newspapers, or digital channels (such as websites and blogs). Promotional sponsors are similar to media sponsors. However, promotional sponsors usually involve only a single person with a large network of followers rather than a whole media outlet.

In-kind sponsors are usually businesses which can provide goods or services. Beverage brands, for instance, can become an in-kind sponsor by providing drinks to the viewers, tournaments officials, players, etc. The last and perhaps the most common form of sponsorship is financial sponsorship. As the name implies, financial sponsors will provide direct financial support or funds for the tournament, event, or organization they sponsor.

As mentioned previously, one of the perks that esports teams can offer to their sponsors is displaying the sponsor’s logo or name on the players’ jerseys. But, of course, we already knew the limitations of this approach. Therefore, some companies prefer to become name sponsors (or sometimes called title sponsors) and combine their brand name with the esports team name. After all, the name of the esports team will always be mentioned and displayed in the esports competition broadcast. So, by becoming the naming sponsor of the esports team, companies can exponentially increase their exposure towards consumers — especially esports audiences. So far, there are several esports organizations that have signed naming rights contracts with brands, both endemic and non-endemic.

Kia Motor is the name sponsor of DAMWON Gaming. | Source: Esports Insider

An example of an esports organization with a name sponsor is DAMWON Gaming, a South Korean organization that won the League of Legends World Championship in 2020. In December 2020, DAMWON announced its naming rights deal with Kia Motor starting in 2021, changing its team name to DWG MCH. DAMWON also introduced a new logo and jersey for their League of Legends team. Hyugho Kwon, Head of Korea Business Division in Kia Motors, explained that they wanted to “revitalize” the global esports ecosystem through the partnership with DAMWON. Kia Motors also wishes to promote and expose the brand to esports fans around the world.

Another esports organization that recently signed a naming rights contract is JD Gaming. The organization is part of the esports division of Jing Dong, an e-commerce company from China. The company that sponsored JD Gaming is Intel. The naming rights agreement, which lasts for two years, effectively changes JD Gaming’s brand name to JDG Intel Esports Club. Unfortunately, we have no information about the cost of purchasing JD Gaming’s name contract. 

Team SoloMid (TSM) has also just signed a naming rights contract in early June 2021 with a cryptocurrency exchange company from Hong Kong called Future Exchange (FTX). The partnership between TSM and FTX is reported to last for 10 years and is valued at US$210 million. TSM now undergoes with the brand name of TSM FTX. Again, FTX conducted this partnership in the hopes of marketing the brand to the American public.

Aerowolf’s partnership with Genflix. | Source: Twitter

In Indonesia, there is also an esports team that has signed a naming rights contract. The esports organization is Aerowolf. In May 2019, Aerowolf announced that Genflix, a local video streaming platform, had officially become their naming sponsor and changed its brand name from Aerowolf Roxy to Genflix Aerowolf. Just like FTX and most other name sponsors, Genflix’s goal behind collaborating with Aerowolf is to increase its brand awareness, especially towards the younger esports audience.

Advantages and Disadvantages of Naming Rights Agreements

Every company wants to have a popular and good brand reputation. In the midst of intense competition, having a positive brand image can be a massive game-changer in terms of generating revenue. And, of course, sponsorship is an easy and effective method to boost a brand’s reputation. Thus, many companies today who look into marketing their brand towards the younger demography will more often than not turn into sponsorships in esports.

According to Winnan, sponsoring events and teams are currently the best option in esports sponsorships. However, out of all of the aforementioned types of sponsorships, which one should you pick if you are looking to be an esports sponsor?

Naming or title sponsorships does look like the best option. After all, we already discussed why naming rights contracts are considered a far more superior form of sponsorship in esports. Other than the increased exposure in tournament broadcasts, naming sponsorships usually have a higher chance of capturing the loyalty of the fans. In a book entitled The eSports Market and eSports Sponsoring, author Julian Heinz Anton Stroh states that most esports fans are aware that companies that sponsor their favorite teams have goals of their own self-interest, such as increasing sales. However, fans also know that the esports industry needs sponsors to survive, which is why they often appreciate and care deeply about the support that sponsors provide.

Esports fans have high enthusiasm. | Source: ESTNN

Various studies also show that fans still gladly welcome non-endemic brands (companies that are not related to esports or gaming) to support the competitive gaming scene. Although most esports followers do slightly prefer sponsorships from endemic brands, the study by Stroh shows that 70% of esports fans still hope that more and more non-endemic brands will enter the esports scene.

Being an esports sponsor does improve the brand image in the eyes of esports fans. However, several other factors also affect the company’s reputation in a sponsorship deal, such as the activation method used by sponsors, the target audience, and the products offered by the company.

It is undeniable that the esports community is incredibly enthusiastic. If a sponsor can successfully “win the hearts” of esports fans, its brand will be vastly promoted on social media. Unfortunately, the enthusiasm of esports fans can also act as a double-edged sword. A slight fault or mistake in a sponsor’s message towards fans can spread bad reputation like wildfire. This fact also applies to naming rights contracts.

Naming rights contracts a form of partnership with the highest associativity since brand names are effectively combined together. Therefore, if either party is exposed to a scandal, the other will also be extensively affected. For example, if an esports team is caught in a cheating accusation, both the esports organization and the name sponsor will suffer from reputation damage.

The primary goal of name sponsor brands is often to get fans to associate their brand with the team. However, naming rights contracts sometimes don’t last long. And if the team name frequently changes, fans will eventually feel indifferent towards name sponsors. Another possibility that might occur is that fans will only remember the old name sponsor over new ones.

According to a Chron report, this exact scenario has occurred at Candlestick Park, the stadium of the San Francisco 49ers and San Francisco Giants. The stadium was initially named Candlestick Park in 1960. In 1995-2002, the stadium’s name was changed to 3Com Park. The name of the stadium changed again in 2004-2008 to Monster Park. However, today, most fans still associate the stadium name as Candlestick Park despite the two name modifications that took place. A simple solution to this problem that name sponsors can employ is to extend the name contract duration, similar to the partnership between TSM and FTX. 

Team SoloMid has just signed a naming rights agreement with FTX. | Source: Dot Esports

Naming rights partnerships are similar to company takeovers in the business world. Both of them have the potential to be profitable or yield extreme losses for both parties. A company acquisition or takeover is considered successful when the acquired company can contribute revenue greater than the initial purchase value. Take Facebook’s acquisition of Instagram in 2012 as an example. Although Facebook initially bought Instagram for $1 billion USD, Instagram today has more than 1 billion users and contributes over $20 billion to Facebook’s revenue each year.

However, startups or small companies do not always want to accept takeover offers. Sometimes, these companies may believe that they can independently grow into a business with a larger value than the acquisition price. An example of a company that resisted large corporate takeovers is Discord. Microsoft had offered $12 billion USD to acquire Discord. However, according to a Bloomberg report, Discord refused and instead look into the opportunity to go public in the future.

All these plus and minuses in company takeovers are also present in naming rights contracts. The deal between TSM and FTX, for instance, lasts for 10 years and is worth $210 million USD. Therefore, we can assume that the TSM brand is currently valued at $210 million USD. However, TSM might become more popular in the future, and their brand value might increase, favoring FTX. However, there is also a possibility that the performance and popularity of the TSM organization might decline over the next 10 years, which will cause FTX huge losses since their contract value decreases.

Naming Rights Contracts in Conventional Sports

Naming rights agreements are also a common occurrence in the conventional sports world. For example, several basketball teams in Indonesia have sold their naming rights to sponsors. One of these Indonesian basketball teams with a name sponsor is Satria Muda. 

Since its establishment in 1993, Satria Muda has signed naming rights contracts with several brands. In 1997, Coca-Cola Company’s AdeS brand became the first name sponsor of this Jakarta-based basketball team. As a result, the team name was changed to AdeS Satria Muda. A year later, in 1998, the team name changed again to Mahaka Satria Muda after signing a deal with PT Abdi Bangsa Tbk owned by Erick Tohir. In 2004, BRI through BritAma became the next name sponsor of the Satria Muda team, altering the team name to Satria Muda BritAma. The Satria Muda headquarters was also named The BritAma Arena as a result of the agreement. However, in 2015, Satria Muda signed their last and current name sponsor with Pertamina. Along with this change, the basketball team’s name was changed to Satria Muda Pertamina.

Another national basketball team that also has a name sponsor is Amartha Hangtuah. When it was initially founded in 2003, the basketball team undergoes by the name Hangtuah and only modified it to Hangtuah Sumsel Indonesia Muda five years later. This name was used until 2019 when Amartha decided to become the name sponsor of HangTuah. After the partnership, the basketball team became known as Amartha Hangtuah.

Amartha is currently HangTuah’s name sponsor. | Source: Kompas

Of course, not all sports teams are willing to sell the exclusive naming rights of their team. European football clubs, for instance, rarely sell the club’s naming rights and instead opt to sell the naming rights of their stadiums. For example, the Emirates airline bought the naming rights to Arsenal’s stadium in 2004. It is estimated that this 15-year contract between the two parties is worth £100 million. The deal also includes the installation of Emirates’ logo in the Arsenal player jerseys since the 2006-2007 season. Last year, Barcelona also just sold the naming rights of their stadium, Camp Nou, and donated the funds they receive to COVID-19 related charities. 

The main reason why most top-tier football clubs almost never give up their naming rights is that their club name is already “too well-known” to people around the world. Their club names, in some sense, are considered to be formally established. In contrast to the relatively new esports teams, most European football clubs are more than 100 years old. Four famous clubs in the UK were founded before 1900: Arsenal in 1886, Liverpool in 1892, Manchester City in 1880, and Manchester United in 1878. Therefore, it is very unlikely that these clubs will surrender the longevity of their brand name to sponsors. And if they were to open up a naming sponsorship deal, the price that they would set would be incredibly expensive. Most sponsors can perhaps already get a reasonable amount of exposure in regular sponsorship agreements with football clubs and thus would never opt to become title sponsors even if there is an opportunity to do so.

Naming rights contracts are not limited to sports teams or esports organizations. Some companies are also willing to become naming sponsors of sports events or esports competitions. Toyota, for instance, became the naming sponsor of Thailand’s national football league called Toyota League Cup. In the realm of esports, Intel is undoubtedly one of the most well-known tournament name sponsors. Intel Extreme Masters and Intel Grand Slam are two examples of Intel-sponsored esports tournaments. In Indonesia, JD.id has also conducted a name sponsorship agreement with Yamisok’s esports league called the High School League. Like all other name sponsors, JD.id’s goal behind this partnership is to increase brand awareness among high school esports players and viewers

Conclusion

The world of business is full of intense competition as hundreds of brands try their best to win the market and rise to the top. One of the most effective methods for a company to beat its competitors is building a good brand reputation and image, which is why many of them opt to become sponsors of popular sports or esports teams.

Placing a logo or company name on a player’s jersey is one of the most basic forms of sponsorship in conventional sports or esports. However, companies can further increase their exposure by conducting a naming sponsorship deal with the organization. By becoming a name sponsor, fans will immediately associate the brand name with their favorite team. But, of course, name sponsorship agreements can have potential repercussions for both parties as well. If one of the sides is affected by an issue, the other might also be severely affected. Like all business decisions, there are always pros and cons that must be carefully considered. Nevertheless, when it comes to esports sponsorships, the current hot trend and deals are happening in naming rights agreements.

Featured image: Freepik. Translated by: Ananto Joyoadikusumo

The History of Dota 2 and The International: From a Fan-Made Mod to One of the Largest Esports in the Entire World

The local Dota 2 esports scene in Indonesia has been dying for the past few years. Simply put, mobile games are far more popular and successful in the country, which is why a majority of esports organizations left the PC gaming genre. Despite this, Dota 2 is still considered in many other countries to be the most superior game in the world. The International, for instance, consistently breaks the largest prize pool record in esports every single year. Furthermore, hundreds of thousands of players still actively play Dota 2, despite the game already being more than 8 years old.

Here’s the history of Dota 2 and how The International became the greatest global tournament in esports.

The History of Dota 2

It all started with Aeon of Strife, which is considered the first MOBA game. Aeon of Strife is a fan-made mod for StarCraft: Brood War. The mod became so popular that Blizzard included it in Warcraft 3. The gameplay and experience of playing Aeon of Strife are largely different from today’s MOBA game standards. However, Aeon of Strife follows the basic principles of most MOBAs. For example, the primary objective in Aeon of Strife is still to destroy the enemy base. In addition, the map also follows the three-lane layout of the MOBA map design. However, unlike most MOBAs out there, Aeon of Strife only has 4 players in each team instead of 5. There is also no PvP feature, as RedBull mentioned, so players can only fight against AIs.

Aeon of Strife is considered to be the first MOBA game. | Source: Hive Workship

If Aeon of Strife was the forerunner of the MOBA genre, Defense of the Ancients (DotA) is the game that pioneered Dota 2. Just like Aeon of Strife, DotA also originates as a mod. DotA was created as a mod for Warcraft 3 by a modder named Kyle “Eul” Sommer. The DotA mod is not very different from today’s version of Dota 2. In DotA, 10 players battle it out in 2 teams of 5 to destroy the enemy’s base. Despite the massive popularity of the DotA mod in the Warcraft community, Eul decided to leave the project behind. He also once tried to create a sequel to DotA, but this never came to fruition either. Ultimately, Eul handed the ownership of DotA to Valve.

The success of the DotA mod inspired many people to make their own version of the game. DotA: Allstars, for instance, is one of the twists that became very popular. DotA: Allstars was also created by a Warcraft modder, and his name is Steve “Guinsoo” Feak. This version of DotA is, by far, the closest resemblance to the Dota 2 game we all know today. In fact, many people even considered Allstars to be the original DotA mod since it is the version that is used in professional matches at that time.

After the success of Allstars, Guinsoo and Steve “Pendragon” Mescon — who created the DotA community center — soon joined Riot Games to assist them in developing League of Legends, and left DotA: Allstars in IceFrog’s hands. IceFrog undoubtedly has played a significant role in the entire history of DotA. Granted, he didn’t originally create Allstars or overhaul the mod, but he did create many new contents for Allstars after Guinsoo and Mescon left. Furthermore, IceFrog also ensures that the gameplay of Allstars remains balanced and that no characters are too overpowered.

At that time, DotA’s success can only happen because of the fans. The game was made by fans, for the fans, and was made big by the fans. However, things changed when League of Legends was launched in 2009 and Heroes of Newerth in 2010. The launch of these two games showed that the MOBA genre has great potential. If DotA wants to exist and compete with these two giants, it most certainly needs assistance from big gaming companies. 

Fortunately, Valve came to the rescue.

Valve partnered with IceFrog to create Dota 2.

In 2009, Valve announced that they will be teaming up with IceFrog. At that time, there were rumors that Valve wanted to develop a MOBA game through the partnership. However, it was only in 2010 that Valve revealed the Dota 2 project. A year later, in 2011, the beta version of Dota 2 was released and provided access to several media outlets. The beta development was a tremendous success, receiving an overall positive response from the beta testers.

Unfortunately, problems arose when Valve registered the word “DOTA” as a trademark in 2012. This decision marked the beginning of Valve’s extensive legal battle with Blizzard in the next few months. Although Blizzard did not trademark “DOTA”, they argued that the word (and its many spinoffs like DotA or Defense of the Ancients) has always been part of Blizzard and is synonymous with Warcraft. They also claimed that many of the DOTA mechanics are based on Blizzard’s Warcraft, since it is a mod of the game. Furthermore, many of the character designs in DOTA originates from Warcraft 3, according to a PC GAMER report.

Although it took several months, the legal battle between Valve and Blizzard was finally resolved. The two decided that they both have the right to use the “Defense of the Ancients” title according to their own needs. Valve will use the Dota name for its commercial products and franchises, including the Dota 2 game. On the other hand, according to Gamasutra, Blizzard will use the Dota name as a reference for its player-created content. After the fiasco, the Dota 2 development process continued smoothly. 

The Birth of The International

Valve held the first The International in 2011 in conjunction with Gamescom. Interestingly, at the time, Dota 2 was technically still in beta and was not officially launched yet. So, why did Valve hold The International? Marketing. Valve provided a total prize pool of US$1.6 million, making TI the biggest prize esports tournament of its time. No other esports tournament in history was able to put up a prize pool of this caliber, and thus many people was incredibly hyped for TI. Through this buzz, Valve hopes to introduce Dota 2 to a much wider community.

Eight teams around the world and from different regions were directly invited to take part in the first-ever TI. The tournament could be spectated live in Gamescom, held in Cologne, Germany. Valve also broadcasts TI matches online so that all fans in the world can watch. Fortunately for Valve, TI was a massive hit. They were able to market the game effectively, and soon thousands of gamers flock in to try out the Dota 2.

NaVi became the first The International champion. | Source: Navi.gg

In the next few months after TI 1, Valve also continues to distribute the beta version of Dota 2. And as the player count of the game increases, the esports scene also begins to take shape. Just like the original DotA, the Dota 2 esports were initially grown by the enthusiasm and loyalty of the fans. Therefore, most Dota 2 tournaments in the olden days (excluding TI) were relatively small-scale, having prize pools of only around $25,000 USD. Even so, this was the grassroots that became the foundation of the enormous Dota 2 esports ecosystem that we know today.

In 2012, Valve held The International for the second time. The prize pool of TI2 was the exact same as TI1, which was $1.6 million USD. However, TI was now held independently by Valve in Seattle, United States. The beta version of Dota 2 was also already open to the public during this time, which means that there are far more Dota 2 followers and enthusiasts expecting TI. Furthermore, the game has also undergone several updates, significantly increasing the hero pool. 

In July 2013, Valve officially launched Dota 2 on Steam, and the player count immediately skyrocketed. In June 2013, the average number of Dota 2 players only reached 210 thousand people. This figure rose to 237,000 in July and to 330.7 thousand in August. TI3 was also the start of the implementation of Valve’s crowdfunding system using the Battle Pass, and it was a major success. The International 3 prize pool was able to reach a record high of $2.8 million USD, $1.2 million more than the previous two TIs.

Since the colossal success of TI3, Valve continued to use take advantage of Battle Passes in increasing the TI prize pool. As a result, the TI prize pool has never declined even once. Last year, an Arab prince outstandingly spent over IDR 588 million in the TI10 Battle Pass. Thanks to him and hundreds of thousands of Dota 2 players, The International 10 prize pool was, yet again, able to break records and reach the $40 million USD milestone.

The growth of TI prize pools from year to year is quite massive, to say the least. For instance, The International 4 has a prize pool of around $10 million USD. 2 years later, TI6 doubled this figure and crossed the $20 million USD mark. The International 9 became the first TI with a total prize pool of more than $30 million USD.

The International Prize from year to year. | Data source: Esports Earnings

As you can see in the table above, there has been a huge spike in The International’s prize pool several times. The biggest jump occurred at The International 9, with an increase of $8.8 million USD. The difference between the TI4 and TI5 prize pool is also fairly significant. The consistent rise of The International prize goes to show how the Dota 2 community still wants to support the professional esports scene of the game. However, The International’s huge prize pool also poses its own problems.

Let’s now move to discuss the top teams that have won this prestigious tournament. Out of the 9 TIs that have been held, only one team was able to win it twice. That team is OG, which managed to win TI8 and TI9. Remarkably, they also won both consecutive TIs with the exact same composition of players. 

Here’s the OG roster that won TI8 and TI9:

Anathan “ana” Pham

Topias “Topson” Taavitsainen

Sebastien “Ceb” Debs

Jesse “JerAx” Vainikka

Johan “N0tail” Sundstein – captain

And here is a list of teams that have won The International:

2011 – Natus Vincere

2012 – Invictus Gaming

2013 – Alliance

2014 – Newbee

2015 – Evil Geniuses

2016 – Wings Gaming

2017 – Team Liquid

2018 – OG

2019 – OG

Prize pools are not the only way to measure the success of a particular tournament. Two other important factors, namely viewership numbers and watch time, can also be considered. According to data from Esports Charts, both the average number of viewers and watch hours of The International experiences an upward trend in the last four years. At TI7, the average viewer count only reached 418 thousand. This figure rose to 537.7 thousand in TI8 and to 738.9 thousand in TI9. In terms of watch time, TI7 only manages to obtain 44.3 million watch hours. In TI8, the total hours watched reached 63.9 million hours, and in TI9, that number rose to 88.4 million hours.

The watch hours of TI from TI7 to TI9. | Source: Esports Charts

 

Peak viewership numbers from TI7 to TI9. | Data source: Esports Charts

Unfortunately, these upward trends cannot be applied to the number of active Dota 2 players. Let’s try to observe the graph from Steam Charts of Dota 2’s player count since its launch in 2013.

Average and peak number of Dota 2 players.| Data source: Steam Charts

From July 2012 to July 2014, there is a general rise in the monthly player count of Dota 2. In September 2014, the player count plummeted before increasing again to 629 thousand in February 2015. Throughout its history, Dota 2’s record for the highest average number of active players was 709 thousand, which occurred in February 2016. Around the same time, Dota 2 also recorded its peak number of players, which was 1.29 million.

Since then, the average player count of the game experience a general decline, eventually reaching its lowest point in April 2018, where only 430 thousand people are playing Dota 2. However, in 2019, Dota 2 seems to have had a minor resurgence in its player base. In January of that year, the average player count was 476,000. Around 6 months later, this figure continued to rise, reaching a high of 500 thousand players. Unfortunately, the upward trend did not last, and another drought occurred in Dota 2’s player count.

At this point, many people thought that Dota 2 was officially dying and that the game’s player base will never be able to grow again. Then, the COVID-19 pandemic hit and became one of the reasons why Dota 2 experienced yet another surge in its player count. An in April of 2020, the average player number of Dota 2 hit its peak of 500 thousand players.

The Dota 2 esports scene in Indonesia

“The Dota 2 community in Indonesia today is vastly different when compared to 2014-2017,” said Yudi Anggi, a Dota 2 shoutcaster known as “Justincase”. However, this doesn’t mean that the state today’s community is worse than before. “The difference is, in the past, there were many local Dota 2 tournaments. Today, however, almost no local tournaments exist in Indonesia.,” he said when contacted by Hybrid.co.id via text message.

“But unlike the olden days, content creation in the local Dota 2 community has never been this thriving. Therefore, you can’t really say that the current state of Dota 2 in Indonesia is dead; it is simply in a different era,” said Yudi. Indeed, there are many professional players today who are actively broadcasting, such as Rusman, inYourDream. “Many fans in Indonesia today are spoiled for choice when it comes viewing live Dota 2 content,” he said. “Through these streams, we can only hope that the local Dota 2 community will continue to grow and perhaps one day experience a renaissance.”

Yudi “Justincase” Anggi. | Source: Facebook

Yudi explained that Saweria is one of the reasons why many people became interested and dived into the world of content creation. Saweria provides a simple and trusted system that allows viewers to donate to their favorite streamers. “Fans who watch the stream can be very generous in providing support to their favorite streamers,” said Yudi. “As a result, streamers become motivated to create content and entertain their viewers. In the end, this is an overall win for the entire Dota 2 community.

In a Hybrid.co.id interview with the Co-founder of Saweria, Natalia, she said that the 10 biggest receivers of support funds in Saweria are all gaming content creators. Through Saweria, some people can even generate up to IDR 44 million every month through donations alone.

On the flip side, Gary Ongko Putera, founder and CEO of BOOM Esports, has a different perspective from Yudi regarding the Dota 2 community in the country. Gary believes that the Dota 2 community in Indonesia can be quite toxic or misbehaved, which is why he is often reluctant to pay attention to them. For instance, people in the local spectrum love to support the enemy team, despite having a national team competing in the same esports tournament. “People here can be often lazy when it comes to supporting teams or players from our own country,” Gary said.

Even so, Gary still has some hope in the survival of the local Dota 2 esports ecosystem. “Luckily, Indonesia still has AG (Army Geniuses-red). As long as some organizations continue to invest in Dota 2, the local esports system will not die out,” said Gary. “I really do believe that many Indonesian Dota 2 players are incredibly talented. However, they still need proper coaching and facilities to unlock their potential and be able to fully live off of Dota 2.” Dota 2 can really be a legitimate and viable pro career option if these standards are met.

Regarding the future of the esports ecosystem, Yudi’s opinions are inlined with Gary’s. He also feels that there is still hope in the local Dota 2 esports ecosystem. However, if someone wants to become a pro Dota 2 player, he/she must be ready to face all the challenges that exist. “Because there are no local tournaments, players who want to become professionals must take their talents directly to the international arena,” said Yudi. “If they manage to find some success in SEA regional tournaments, many opportunities will eventually open up. There are still countless organizations abroad that are scouting for talents across the world. And if you skilled and lucky enough, they might just pick you up.”

Consequently, Yudi highly suggests that having decent English communication skills is imperative when it comes to getting hired by international esports organizations. “There are simply far more jobs in Dota 2 abroad, and being able to speak English can be the dealbreaker that determines if you will get or lose the job.”

The Dota 2 BOOM team won the ESL Indonesia Championship Season 2. | Source: Twitter

According to Gary, many esports organizations have a hard time scouting new talents due to the lack of local tournaments. “Scouting new players is incredibly difficult today,” said Gary. “But fortunately, we did well for ourselves. We can often attract talents outside of Indonesia. The reputation of our esports ecosystem is actually not that bad globally, thanks to the achievements of our Dota 2 and Counter-Strike: Global Offensive teams.”

Garry also added that Indonesian esports organization provides one of the largest basic salaries when compared to other countries in the SEA region. This might be the selling point for gamers who are looking to get a career in professional Dota 2. “You can definitely earn a lot if you can become a top player. To be honest, all the best players in all games have large incomes. Unfortunately, in Dota 2, the skill ceiling is incredibly high when compared to other MOBA games. Reaching the pinnacle of the Dota 2 skill level will undoubtedly take a significant amount of work, time, and experience.

Previously, the Editor-in-Chief of Hybrid.co.id, Yabes Elia, once discussed how passion is no longer enough when pursuing a career in the world of esports. However, it is undeniable that passion maintains the longevity of the people who invest in esports. Gary and Yudi are some examples of these kinds of people. Both of them decided to stay in the Dota 2 esports ecosystem because they love and are truly passionate about the game. From a business standpoint, they could have easily migrated into the much more thriving mobile esports ecosystem. However, as Gary put it, running an esports organization would be difficult if we only focus on the business aspect.

“For me, the principle is not that complicated. Without Dota 2/CS:GO, BOOM wouldn’t have existed in the first place,” said Gary, explaining the reason why he kept the Dota 2 team. “I am truly passionate about Dota 2 and CS:GO. And it would be difficult to run a purely business-focused BOOM without my passion in mind.” He admitted that he really likes complex games. And according to him, Dota 2 is one of the most difficult games in the entire world. “No offense to other video games, but Dota 2 is far more superior in terms of complexity and depth. There are stacking mechanics, pulling creeps, proper itemizations, and tons of other minute details to learn. For the old guys like me who are more accustomed to watching complex games, I was never excited to play the simpler games of the modern era.”

Although Gary is passionate about Dota 2, he also takes into account the business side when considering his decisions. When asked whether the Dota 2 team was profitable for BOOM, Gary answered, “From a business perspective, of course, it is profitable because we frequently get to play on the international stage. However, admittedly, our profit is not that crazy large.”

On the other hand, Yudi revealed that his reason for staying loyal to shoutcasting Dota 2 was due to a matter of preference. “Honestly, I don’t really like mobile games. And I wouldn’t be able to give it my all if I was shoutcasting a game I didn’t like,” he said. “I really have to understand and be passionate about the game to give my best performance during a broadcast. If I like the game, I will be enthusiastic to study and dig up information about the game and its esports scene, which are the primary subject of discussion when I do my shoutcasting.”

In the end, as Yudi concluded, it shouldn’t really matter if someone decides to stay in Dota 2 or shift to the more popular mobile esports scene. “It goes back to each person. If someone wants to find a larger income, then go ahead and migrate to mobile esports. It is their right to choose, after all,” he said. “For me, personally, my Dota 2 career is enough to support myself financially. Although my life is not glamorous by any standards, I feel incredibly fortunate to work in the field I truly love.”

Conclusion

Eight years since its launch, Dota 2 is still played by hundreds of thousands of people around the world, which proves Valve’s effort in popularizing the game. Developing the esports ecosystem is one of Valve’s go-to methods when it comes to marketing Dota 2. Even though The International’s audience is still much lower than that of the League of Legends World Championship, TI’s huge prize pool never fails to attract public and media attention. 

In Indonesia, the current state of the Dota 2 esports ecosystem has drastically changed from the old era. The bad news with the change is that local tournaments are almost non-existent. Fortunately, the good news is that there are still quite a few local esports organizations that invest in Dota 2. For this reason, Indonesians who aspire to become pros still have a chance to realize their dreams. However, they must be fully ready to compete, at the very least, in the regional stage.

Featured Image: Imgur. Translated by: Ananto Joyoadikusumo

Comparing the Olympics With Esports Tournaments: Which One Is More Profitable?

In recent years, the popularity of esports has skyrocketed. Even so, there is still a negative stigma attached to the competitive gaming industry. The participation of esports in major sporting events — such as the SEA Games or the Asian Games — can undoubtedly help remove this stigma. Furthermore, the emergence of esports in traditional sports competitions, such as the National Sports Week (PON) or the President’s Cup, can also increase public awareness of esports.

The Olympics is widely regarded as the most prestigious sporting event in the entire world. Previously, Hybrid.co.id had discussed if esports deserves a spot in the Olympics. This time, however, I will compare the process of organizing the Olympics with world-class esports events such as The International and League of Legends Worlds. Through our analysis, we can try to observe if there are any similarities that suggest that esports and the Olympics can be juxtaposed.

Preparation of the Olympics

Even though the Olympics only takes place for 16 days, preparing for the event can take years of effort. The preparation process begins by selecting a hosting country. For instance, the application to host the 2020 Olympics (which will be held in 2021 due to the COVID-19 pandemic) started in May 2011. At that time, the International Olympic Committee (IOC) informed each country’s National Olympic Committees (NOCs) that they could apply to host the 2020 Olympics

In June 2011, the Governor of Tokyo applied as the 2020 Olympic host. Besides Tokyo, several other cities also volunteered, such as Istanbul, Madrid, Baku, Doha, and Rome. However, Tokyo finally took the spot and signed the host contract in September 2013.

As you can see, preparing for the Olympics can take a very long time since the host selection can take 7-12 years before the event starts. In the 2022 Winter Olympics, Beijing was selected as the host in July 2015. Paris, the 2024 Olympics host, got the spot in September 2017. The Olympic Committee intentionally gave this much time due to the tremendous effort required to host the Olympic event successfully.

As a host, the city must not only build an athlete village to accommodate Olympic participants but also build or repair a stadium to run the sporting events. Moreover, the government must also improve the city’s infrastructure, ensuring a warm welcome to the audience, tourists and Olympic personnels that will visit the city.

This year, Tokyo prepared more than 41 thousand hotel rooms for the media, IOC executives, NOC representatives, and representatives of the International Sports Federations (ISF). They also need to take into account the hotels that will accommodate the tourists. Prior to the pandemic, the Tokyo government planned to set up cruise ships in Tokyo ports as temporary hotels. However, the plan was ultimately canceled due to the lack of spectators who watched this year’s Olympics in person.

As for the athletes, Tokyo needs to build an Olympic village, or often called an athletes village. Building this accommodation can be extremely challenging due to the due to the hefty list of conditions that must be met. For example, the location of the village must be close to the stadium or the location of the competition venue. The farthest distance from an athlete’s accommodation to the stadium is set at approximately 50 kilometers and is reachable in 1 hour by car. If there just so happens to be multiple competition venues that are far apart from each other, well the host city must also prepare multiple athlete villages. During the 2014 Winter Olympics, Russia created two separate athlete villages. The primary athlete village was located in Sochi. The second athlete village was in Roza Khutor, built for ski and snowboarding athletes.

Preparation of Esports Events

Now that we have already a basic understanding of the intricacies behind preparing for the Olympics, let’s see what tournament organizers (TO) have to deal with when formulating an esports competition. To be able to fully grasp the process of organizing esports competitions, Hybrid.co.id contacted Herry Wijaya, Head of Operations, Mineski Indonesia, and Irliansyah Wijanarko, Chief Growth Officer, RevivalTV. These two individuals have years of profound experience in organizing esports events.

Besides Herry and Irli, Hybrid.co.id also contacted ESL, one of the most popular tournament organizing brands in esports. ESL frequently held large-scale international esports tournaments around the world. Nick Vanzetti, SVP and Managing Director of ESL Asia Pacific Japan, specifically represented ESL in the interview.

Herry said that to hold a national-level esports competition usually requires 3-6 months of preparation. International tournaments often take double the effort and time, around 6-12 months. According to Irli, preparing large-scale esports events such as The International or LOL Worlds would take around 8-12 months.

“On average, the preparation time is around 8-12 months. The planning and conceptualization phase consumes 3-4 months of work, detailing usually takes 2-3 months long, while promotions will start 2-3 months before the event runs,” said Irli via text message. “Of course, execution and post-event tasks come next.” He added, “World-class esports events often focus on capturing the best moments of the competition and providing an unforgettable experience for the audience. So what’s the job of the tournament organizer? Create as many of these moments as possible.”

“What are these so-called ‘moments’? For the casual audience, they might be interested in creative stage acts/design and entertaining content. On the other hand, the more hardcore fans might seek a suspenseful finals match with a popular or iconic caster. For those with EO experience, they might want to see a smoothly running and coordinated event,” said Irli.

When it comes to holding esports events, Irli explained that four stakeholders or groups must be considered. These are the players/talents, audiences, sponsors, and developers or IP owners. The crew that runs behind the curtains must also be taken into account. Depending on the scale of the competition, additional stakeholders, such as the government or competing companies, might also be involved.

“Tournament organizers must carefully analyze each of these potential stakeholders and how they might find the event memorable (in a positive sense). Different stakeholders, of course, have different needs and priorities. For the crew, they might want good food and hotel accommodation. Talents might require an organized script to simplify things on stage. The audience will undoubtedly want a high-quality production with proper visuals and sound mixing. Sponsors need to make sure that their KPI targets are met. So on and so forth.”

According to Herry, here are the most important elements to prepare and plan when organizing a tournament: 

  1. Venues and mandatories
  2. Hard production and soft production
  3. Property
  4. Production equipment
  5. Hospitality
  6. Talents
  7. Internet and communication
  8. Other miscellaneous items, such as stationaries or hard disks

Mandatories are essentially everything that will be required when using a venue,” said Herry. “For example, if we want to use Tennis Indoor Stadium in Senayan, we have to assemble a fire department and prepare an ambulance, according to their standard procedures. Furthermore, we also have to prepare a crowd permit.” He also added that there are two types of production equipment. Hard production involves stages, booths, gates, and everything physical or tangible. On the other hand, Soft production deals with tools required to create digital content, such as digital assets. Hospitality encompasses hotels, food, and transportation arrangements.

LAN Events. | Source: ESL Gaming

Esports competitions are frequently sponsored by endemic brands, such as smartphone companies for mobile esports competitions or hardware manufacturers for PC esports tournaments. Sponsors can opt to give away their products to resell, while sometimes they can also lend them. It all depends on the signed contract.

“Sponsors often supply their products or services instead of finances to support the event. We call them In-kind sponsors. Sometimes, the sponsors can allow us to resell the items they provide,” said Herry. “Other times, it is only a matter of a lease, and we would have to return the sponsor’s product after the event has concluded. It is incredibly important to understand the product’s presence to make sure that we do not get into any illegal circumstances.”

In line with Herry and Irli, Nick revealed that ESL takes about a year to organize a world-class esports event. He also added that workloads significantly increase when the D day of the event gets closer.

“There is a lot of preparation to be made to hold an international event,” said Vanzetti. “First, we have to find a venue that fits our criteria and needs regarding the size of the event.” He revealed that capacity, internet availability, location, and reachability are some of the factors that ESL considers when selecting a venue.

“We will also ensure that players, talents, ESL employees, and all parties that will be attending and running the tournament are set up with the appropriate accommodations and travel needs such as visas, flight tickets, hotels, and so on,” said Vanzetti. He emphasized that ESL highly prioritizes ensuring that all parties involved in organizing esports competitions have a satisfying experience, starting from when they depart, running the event, and until they return to their respective homes.

LOL Worlds 2020 will be held in Shanghai. | Source: LOL Esports

How does a tournament organizer determine the city that will host the international esports competition? According to Herry, TOs usually adjust to the client’s goals and expectations. If the client’s goal is to reach out to their fans, then Mineski will select a city with a highly enthusiastic community in the game. On the flipside, Mineski will recommend a new city that has little to no fanbase if the client wishes to expand their gaming market to new consumers.

Vanzetti also mentioned that the size of the market or community surrounding the city is one of ESL’s primary benchmarks when determining a host location. However, another factor that ESL often takes into consideration is the local government’s interest in esports.

“The hosting city can frequently provide support to the tournament or event through various methods. For instance, they can help us get visas for the players and staff. They can also assist the marketing department or aid the venue rental or accommodation costs,” said Vanzetti. “Through the bidding system, TOs will be able to select cities that offer strategic advantages and benefits so that they can successfully organize a world-class esports event.”

However, according to Irli, the only publisher that currently uses a bidding system in choosing a city to hold an esports competition is Valve. He explained that Valve gave event organizers the opportunity to submit proposals for holding a Major tournament. It is the organizers themselves who will propose the city to be the tournament host.

“From my experience, the factors that need to be considered when organizing national and international scale events are the facilities in the city, the number of players in and around the city, accessibility to the city, such as airports, hotels, distance to the venue,” said Iril. “Product support from sponsors in the city, political conditions, and enthusiasm from local communities are also quite important.”

Tournament organizers must also be able to manage manpower or human resources (HR). According to Herry, 40 to 60 personnel are usually required to hold an online competition. This figure can expand to 80-120 people if the tournament is held offline. Moreover, to hold an international offline competition, Herry estimates that only a minimum of 150-170 people will suffice. However, not all the organizer crew is composed of Mineski’s personnel. More often than not, some are part of the “familia”, freelancers who continue to work for Mineski.

On ESL, the manpower size is even larger, usually involving more than 200 staff and contract workers according to Vanzetti. “In addition to hiring ESL staff, we often collaborate with local suppliers and companies to help us organize events,” he said. In Irli’s estimation, an organizing team holding world-class esports events like The International or LOL Worlds can approximately accumulate 200-300 staff in all positions. The number of required staff is usually correlated with the venue size and location as well.

“The bigger the event and venue, the larger the staff size needed to run the whole show, up to 500-600 people,” he said. “Fortunately, the costs of labor can often be reduced through volunteers or freelancers who are paid hourly or per day.” He used the Djakarta Warehouse Project (DWP), arguably Indonesia’s largest music, as a comparison. He said that DWP’s organizing crew can consist of a total of 1000 personnel. However, the core team usually consists of only 50-100 people. The rest of the crew is filled with volunteers and freelancers who look to support the event.

Olympic Viewership Trends and Esports Competitions

Viewership can be a barometer of the success of a particular event. Unfortunately, when it comes to comparing the successes of the Olympics and esports tournaments, viewership can be a tricky metric to handle. The reason is simple: these two events are broadcasted in different media. 

Unlike TV, there is no such thing as ratings in streaming broadcasts. Instead, the average or peak number of viewers and watch hours are more relevant statistics when it comes to streaming. Therefore, in order to compare the Olympic viewership with TI and LOL Worlds, we need to consider the viewership statistics in each of the events and observe any general trends (upwards or downwards) that might be present.

In the United States, the Olympics are usually broadcast by NBC (National Broadcasting Company). According to data from Nielsen, 16.9 million people watch the Tokyo Olympics opening ceremony. If we compare this figure with the viewer numbers in previous years, 2021 holds the unwanted record of the smallest number of viewers. Furthermore, Tokyo Olympics viewership numbers were half of Rio de Janeiro’s Olympics spectator numbers in 2016. NBC, unfortunately, might regret their $7.65 billion USD Olympics broadcast rights contract extension that lasts until 2032 after facing this downward trend.

Here’s the Tokyo Olympics viewership numbers compared to the five-day Rio Olympics:

Tuesday, 27 July 2021, viewership dropped by 58%

Wednesday, July 28, 2021, viewership dropped by 53%

Thursday, July 29, 2021, viewership dropped by 43%

Saturday, July 31, 2021, viewership dropped by 57%

Sunday, August 1, 2021, viewership dropped by 51%

As you can see from the data above, the drop in viewers in the Tokyo Olympics is catastrophic. According to an AP News report, the peak viewership of the Tokyo Olympics broadcasted on NBC occurred on Thursday, July 29, 2021, which was 16.2 viewers. Even so, this figure is still 43% lower than that of the Rio Olympics 4 years ago.

NBC Universal CEO Jeff Shell hypothesized several factors that caused the plunge in this year’s Olympic broadcast. One of the most obvious factor is the pandemic, which ultimately postponed the Olympics by a whole year. The pandemic also prohibited live spectators who want to watch the event in person. Another factor is the adjustment of broadcast hours. The time difference between Tokyo and Washington DC is a whopping 13 hours. To combat this problem, NBC and other media companies offer broadcasts from more platforms and more schedules. However, according to Reuters, this actually confuses the viewers and hinders them from finding the content they want to watch.

Now, let’s move on to the viewership of The International and LOL Worlds. 

I will use the most common metrics or measure of viewership, namely hours watched, the average number of viewers, and the peak number of viewers. For my source of data, I referred to Esports Charts. As a side note, The International 2020 had to be postponed due to the COVID-19 pandemic. Therefore, the statistics for this year’s International will be intentionally left out as 0.

Watch hours, peak viewers, and average viewership numbers of TI and LOL Worlds. | Source: Esports Charts]

As you can see in the chart above, The International’s viewership continues to show an upward trend across all metrics in the past few years. The viewership number of LOL Worlds also seems to follow the same exact trend. During 2019 in particular, the average number of viewers even experienced rapid growth, almost 60% greater than the last year. However, in terms of peak viewers and hours watched, LOL Worlds’ figures occasionally stagnate or decline marginally.

You can also see the viewership for LOL Worlds 2020 and The International 2019 in the diagrams below.

Viewership statistics of LOL Worlds 2020. | Source: Esports Charts
Viewership statistics of The International 2019. | Source: Esports Charts

Of course, the Olympics’ viewership numbers are far more superior to any esports events in history. However, esports has one other advantage over the Olympics: a younger demographic of viewers. As of 2016, the average age of an Olympic spectator was 53 years old. On the other hand, the average age of an esports audience is 26 years old. If you want to understand what this data suggests, you can take a look at this article here.

Profitability

Besides viewership, another metric that can be used to measure the success of a particular event is its ability to yield financial gain, or profitability for short. So let’s take a deeper look at the detailed costs involved in running the Olympics and esports events as well as the advantages/disadvantages of the host city.

The financial resources prepared by different host cities to hold the Olympics vary. However, one thing is for sure, the funds allocated can reach billions or even tens of billions of dollars. For instance, the 2018 Winter Olympics in Pyeongchang is estimated to cost $12.9 billion USD, and the 2010 Winter Olympics in Vancouver cost $6.4 billion USD. Similarly, to host the 2012 Olympics and Paralympics, London allocated a budget of around $14.6 billion USD. To hold the 2008 Olympics, Beijing reportedly spent $42 billion USD.

Of course, these funds are not only spent on sports infrastructure, such as stadiums. As Investopedia noted, cities designated to host the Olympics will usually also work on developing other basic infrastructures by building new roads, or renovating airports, or building new hotels to accommodate the population surge during the Olympics.

During the 2016 Olympics, Rio reportedly built 15 thousand new hotel rooms to accommodate the potential tourists. Sochi spent $42.5 billion USD to build non-sporting infrastructure for the 2014 Olympics. Of the tens of billions of dollars Beijing spent on the 2008 Olympics, $22.5 billion USD was spent on renovating roads, airports, subways, and trains. They also spent $11.25 billion USD to clean up the city environment.

The improvement of infrastructure that the host government requires will, in turn, open up thousands of new job vacancies in the city. This is one of the advantages of taking up the opportunity in hosting the Olympics. Morever, the flock of sponsors, media, athletes, and spectators that visit the city will generate a lot of revenue for the local government.

Apart from tourists, the Olympics also have several other sources of income. One of them is the sale of licenses. Unfortunately, since the 2008 Olympics, Olympic license prices have continued to fall. You can see this in the graph below, obtained from Statista.

Olympic’s revenue from licensing. | Source: Statista

Marketing is another source of income for the Olympics. Unlike license prices, the Olympic income from marketing shows an upward trend for the past few years. Between 2013-2016, revenue from marketing did experience a minor decline from $8 billion USD in 2009-2012 to $7.8 billion USD in 2013-2016. But of course, this 3% drop is not very large by any standards.

 

Olympic’s revenue from marketing. | Source: Statista

Unfortunately, hosting the Olympics also poses its own problems. Despite the enormous costs incurred to organize the Olympics, host cities frequently find diminishing returns from the event. To hold the 2010 Winter Olympics, Vancouver spent a colossal $7.6 billion USD but only managed to rack up a profit of $2.8 billion USD. 

Sometimes, the Olympics don’t even provide that many new job opportunities in the city. For example, Salt Lake City (the host of the 2002 Olympics) reportedly only found 7 thousand new job openings, 10 times smaller than its initial estimations. Even worse, most of the job availability is usually aimed at individuals with existing jobs. Therefore, the argument that the Olympics can potentially solve the problems of unemployment is simply inaccurate.

More often than not, a large proportion of business opportunities that result from hosting the Olympics also benefit international companies instead of local enterprises. However, the biggest issue of hosting the Olympics is the abandonment of the infrastructure built for the event. When the Olympics come to a close, athletes villages and sports stadiums essentially serve no more purpose and are often left out to rot.

Athletes village in Turin. | Source: Olympics

Now that we have a clear picture of the requisites and budget of organizing the Olympics, let’s compare the required costs of holding esports events ranging from the national level to world-class tournaments such as TI or LOL Words

In terms of expenses, Vanzetti estimated that organizing world-class esports events would need a budget in the range of millions of dollars. Likewise, Herry estimates that the national-level esports tournament will cost around $500 thousand USD to US$1 million USD, while international-level tournaments would usually double that figure. He also predicts that holding The International or LOL Worlds would require a budget of $5-10 million USD. Irli also had a similar opinion with Herry, expecting that organizing TI or LOL Worlds will most likely have a minimum cost of $5 million USD.

“In terms of budget details, 50% is allocated to production, 20% to hospitality and manpower, 20% to promotions, and 10% for other miscellaneous works,” said Irli. “That’s usually the rough proportions, but it mostly depends on the client’s goals and needs. Some clients may want to focus more on increasing the production value, which means that more resources will be designated to production. Valve, for example, is always interested in creating stories and movie content based on the competition. I personally like to put more effort into producing lavish opening ceremonies, using state-of-the-art broadcasting technology, and so on.”

The content that Valve produces to support The International is True Sight. True Sight is a documentary series that showcases behind-the-scenes footage, stories, and experience of the Dota 2 pro players during TI or Majors. Unlike Valve, Riot Games prefers to present a grand opening ceremony. At LOL Worlds 2017, Riot flew a virtual dragon at the Beijing National Stadium. In 2018, Riot’s virtual K-Pop group, KDA, performed in front of the LOL World’s stage using augmented reality technology. Riot upped the performance yet again in 2019 by using cutting-edge holographic technology, which made the KDA members look highly realistic.

So, are esports tournaments profitable?

In 2018, Derrick Asiedu, Head of Global Events in Riot Games, revealed that Riot spends more than US$100 million per year on its esports program but is still miles away from making a return in capital. Fortunately, Riot’s effort in expanding its esports has allowed League of Legends’ esports ecosystem to thrive and attract millions of audience. Even though Riot might not have made a profit from esports for the moment, it successfully kept LOL relevant for more than 10 years. Consequently, Riot still can generate income through in-game content or sales to balance out their financial losses in esports. 

When compared to traditional sports competitions like the Olympics, esports also have a different model of monetization. 40% of traditional sporting events’ income usually come from sponsorships, 40% from broadcasting, and 20% from ticket and merchandise sales. As for esports, 80% of revenue comes from sponsorships, 15% from broadcasting, and 5% from ticket and merchandise sales, according to Alban Dechelotte, Head of Business Development and Sponsorship, League of Legends European Championship (LEC).

“We could go on only one platform and be exclusive,” Dechelotte told GamesIndustry, “We may have more revenue but we lose viewership which is important because at the end of the day, it’s a marketing tool for the game. So sponsorship becomes the number one priority for us, because compared to traditional sport, it’s double the weight in terms of revenue.”

In line with Asideu, Irli also estimated that sponsorships contribute to 80% of esports events’ income, and the rest of the 20% comes from ticket sales, merchandise, and so on. “These proportions are perhaps why most esports events today are held by the game developer/publisher themselves,” he said. “Esports sadly hasn’t been able to create revenue streams from ticket sales alone. It still primarily functions as a marketing tool for publishers with the sole purpose to create exposure for the game. Events such as The International and LOL Worlds can push revenue contributions of merchandise and ticket sales to around 30%-40%, but the rest still lies on the sponsors.”

BOOM Esports when they won the ESL Indonesia Championship Season 2. | Source: Twitter

Moreover, holding international esports tournaments can highly benefit local companies in the host city. Vanzetti mentioned that ESL does have its own private equipment and personnel to maintain the integrity of its events. However, ESL also frequently works with local suppliers for stage procurement, such as sounds, lights, and LEDs.

“For some parts of the event, we usually get help from local companies, such as for the procurement of furniture, security barriers, and cameras,” said Vanzetti. “Local companies can have the opportunity to earn big profits through hosting world-class esports competitions in their city or country.”

Conclusion

Preparation for holding the Olympics is much more complicated and takes much longer than holding esports events, even for prestigious tournaments like The International or LOL Worlds. Furthermore, in terms of cost, organizing the Olympics requires a much larger budget, up to billions of dollars, compared to the million-dollar range of esports tournaments. Even so, the Olympics never fails to attract millions of television viewers around the globe. Unfortunately, the number of Olympic spectators has experienced a continuous decline for the past few years, perhaps due to the changes in modern viewing habits. More people today, especially the younger generation, simply prefer watching online streams instead of TV.

In terms of income, both the Olympics and esports events can sometimes prove to be unprofitable. However, esports has always been used primarily as a marketing tool, not as an additional income stream. Game developers’ source of revenue still stems from selling games or in-game items. As for its purpose, esports has been incredibly effective in maintaining the longevity of many franchises such as League of Legends, Dota, or Counter-Strike: Global Offensive. Rainbow Six has also benefited from its esports ecosystem, as seen by its growing number of players for the past few years.

Featured Image: Unsplash. Translated by: Ananto Joyoadikusumo.

Applications of Gaming in Other Fields: Military, Health, and Education

The general perspective on gaming from society is quite polarizing. On the one hand, the US military sees the potential that gaming can bring and uses it as a tool to train their troops. On the other hand, the World Health Organization recognizes something called gaming disorder, despite the fact that gaming has been used to treat mental disorders. Many parents also often complained that games are the culprit behind their children’s laziness. However, games have been used as a learning tool in many modern education systems and classes.

Along with the skyrocketing popularity of games, more and more parties are interested in using gaming and its innovations in other fields, ranging from education, health, and the military.

MILITARY

Believe it or not, the US military has actually been sponsoring game developers for a very long time. For more than two decades, from the 1960s to the 1990s, the US military is highly active in funding technological developments in the gaming industry. In fact, the creation of Spacewar! — which is considered to be the first-ever game — was made possible thanks to funding from the Pentagon. Both parties are clearly benefiting from this relationship. From the game developer’s standpoint, they now have a larger financial resource to work with. As for the military, they will hopefully get a quality training simulation, as mentioned by The Atlantic.

Generally speaking, the military uses gaming for three main purposes: recruiting new soldiers, training existing troops, and dealing with post-traumatic stress disorder (PTSD) experienced by veterans. America’s Army is an example of a game created to recruit young people into the military. This FPS game was created and released by the US Army in 2002 and can be played for free by anyone. In 2008, Richard Beckett — Chief of Advertising and Public Affairs in the US Army — said that America’s Army was used in various social activities, including LAN parties, which were part of US Army’s “Future Soldier Sustainment” program.

The US Navy utilizes Twitch in its recruitment process. | Source: Military

“Events like LAN parties are useful because we want the recruits to see the recruiters as regular folks, like themselves… and to help future soldiers to stay the course,” Beckett told Ars Technica. He explained that these social activities also act to keep the new military recruits to stay in the Boot Camp since they need to wait up to six months before being assigned. Social activities also create a sense of inclusion and welcome to the enlistees.

Along with the increasing popularity of game content broadcasts, the US military is also interested in exploring game streaming platforms. Currently, both the US Army and Navy have Twitch channels. The military’s goal in creating a channel on Twitch is not to treat it as some form of recruitment program. Instead, they want to use streaming as a means to increase exposure and engage with the audience, especially the younger demography. However, the existence of a Twitch channel from the US Army or Navy does spark several backlashes. For instance, many Twitch viewers seize this opportunity to ask about sensitive topics such as Eddie Gallagher or various accused war crimes committed by US soldiers.

Other than recruiting new soldiers, the US military also uses gaming to train their troops. Some games have been specifically made as a military training tool with specific functionalities. For example, the game DARWARS Ambush was created to teach infantry tactics, convoy operations, and the Rules of Engagement. According to a GamesIndustry report, by the end of 2008, more than three thousand copies of DARWARS Ambush had been distributed to the Army, Air Force, Navy, Coast Guard, and Marines.

UrbanSim and Tactical Iraqi are two other examples of games that have been utilized for military training. Both of these games focus on teaching foreign language skills and fighting rebels. War simulators such as Virtual Battlespace 2 allow military commanders to simulate scenarios that may potentially occur on the battlefield, such as ambushes, Improvised Explosive Device (IED) explosions, and medical evacuation.

DARWARS Ambus, a video game that simulates military training. | Source: Stripes

Lastly, the military uses gaming to overcome psychological traumas experienced by veterans, such as PTSD. In the journal titled Virtual Reality Exposure Therapy for Combat-Related PTSD, the Institute of Medicine states that Cognitive Behavioral Therapy (CBT) with exposure therapy is the only type of remedy recommended for treating PTSD.

In exposure therapy, patients with PTSD will usually be asked to recall and re-exposing themselves to their traumatic experiences. Unfortunately, one of the symptoms of PTSD is the reluctance or inability to remember the traumatic event that caused the PTSD itself. This is where VR simulators come in. VR is perfect for exposure therapy since it can be utilized to recreate the source of the trauma. Thus, the existence of simulations such as Virtual Afghanistan has helped veterans overcome their trauma.

However, the US military’s decision to be active in the gaming industry also had its downsides. One of the most controversial military games that has been released is Full Spectrum Warrior. The game, launched in 2003, is available in two versions: a commercial version and a military-specific version, which can be accessed with a special code. Although the game won awards in the Best Original Game and Best Simulation Game categories at E3 2003, the US military eventually did not utilize it for training, deeming it to be too unrealistic. In addition, the cost incurred by the US Army to get and develop the game was also incredibly massive.

HEALTH

Of course, military veterans aren’t the only ones experiencing PTSD. Normal people like us also can also be affected by this mental disorder. Therefore, the existence of VR Exposure Therapy (VRET) not only benefits the military but also the healthcare industry as well. In addition to PTSD, VRET can also be used to treat other mental disorders, such as phobias or anxiety disorders. Similar to how the military uses VRET, patients with these disorders will be exposed to the source of their trauma or fear with the help of VR simulations. Since the virtual world can be carefully controlled (and is obviously not real), the patient’s therapy is ensured to be safe.

VR Exposure Therapy can be used to treat phobias. | Source: Digital Bodies

The use of games in the healthcare industry is not limited to the department of psychology. Games, especially VR, can also be used by health workers to hone their skills or learn new procedures, which should decrease the chance of human error when performing in real medical situations. According to a journal titled Gaming science innovations to integrate health systems science into medical education and practice, Health workers can use VR for many different purposes, such as learning to perform endoscopy or creating a simulation of an operating room.

Interestingly, mobile games can also help prospective doctors to learn new skills. The iPad game called PAtient Safety in Surgical Education (PASSED) can display various cases from the archive of sentinel (or unexpected) events and serious reportable events in the hospital. Medical students can use this game to gain knowledge or increase their awareness regarding patient safety.

Everyone knows that prevention is better than cure. Games, fortunately, can also improve the healthy lifestyle of many people in our society. For instance, Pokemon Go is one of the few games that incentivizes people to go out of their homes and walk. Nintendo’s WiiFit, which utilizes the Wii Balance Board, promotes exercise to its users. In addition to encouraging players to be more active in sports, these types of games can also be used to measure one’s physical abilities. As mentioned in the article called Innovation in Games: Better Health and Healthcare, health workers can, in turn, use this technology to see a patient’s physical progress, especially in patients affected by diseases that degrade motoric functions such as Parkinson’s.

Wii Fit encourages players to engage in physical activity. | Source: Ichi Pro

Games, of course, promote the element of a challenge, which is also perfect for curing or overcoming addictions. One example of a game created to help players quit smoking is My Stop Smoking Coach, released in 2008. The game can run on several platforms, including iPhone and Nintendo DS. Escape from Diab from Archimage Inc., released in 2006, is another example of a game that promotes a healthy lifestyle. This game focuses specifically on preventing obesity and type 2 diabetes.

EDUCATION

Games are often blamed as the culprit behind students’ reluctance to learn. Funnily enough, studies that investigate the use of gaming as a learning tool have been around since the 1980s. At that time, the researchers observed that various commercial games — especially games in the strategy, simulation, or RPG genres — had used learning theory to encourage players to study the elements of the game itself.

Of course, using gaming in education does not mean that all the topics in the curriculum must be “packaged” in games. According to a study titled Gaming in Education: Using Games as a Support Tool to Teach History, there are many benefits that games can bring to teaching and learning activities. Firstly, games can encourage or incentivize students to participate in the class and directly apply what they have learned. Secondly, games can also help students recall the topics or points taught in the class. Games can also improve computer and visual literacy. Furthermore, the competitive nature of games can also push students to think creatively when solving problems. Lastly, games can teach various important soft skills, ranging from critical thinking, interacting and collaborating with friends, and even sportsmanship.

Video games can improve students’ soft skills. | Source: Spiel Times

The journal titled Digital Games in Education: The Design of Games-Based Learning Environments discusses how games can motivate students and increase their focus. Indeed, games do, in some way, have some elements that teach players to fully focus on in-game tasks. These elements include clear goals, good feedback — both direct and indirect, and a fine balance between challenge difficulty and player’s skills. Apart from keeping students focused, all of these elements can also help students to be more interactive in class, which improves their educational achievements.

TECHNOLOGY

The controller is the primary input device for most consoles in existence. As the console changes, the controller inevitably also evolves. Despite the vast popularity of controllers, countless game companies continue to invent and experiment with new input mechanisms. In 2006, Nintendo launched the Wii Remote or Wiimote at the same time as the Nintendo Wii. One of the primary features of the device is scanning the movement of the user’s hand. Three years later, Nintendo launched the successor to the Wii Remote, the Wii MotionPlus, which can detect even more complex motions. Microsoft also launched the Kinect in 2010. Equipped with various motion sensors such as an RGB camera, infrared projector, and detector, Kinect can detect the motion of the user’s whole body.

Motion sensing technology has also been used in fields outside of gaming. In mobile applications, for instance, the gyroscope in a smartphone can be utilized to detect movements. One company that is interested in using motion-sensing technology is Limix. This Italian company invented and produces wearables called Talking Hands. This device can translate sign language in voice using a smartphone or Bluetooth speaker, as mentioned by HeadStuff. The existence of Talking Hands shows how motion-sensing technology can be used to help the disabled.

Games are also frequently the driving factors for today’s hardware development. Most games today and even in the future will require high-performance hardware. Due to the insatiable demands of gamers to increase the power of computing, hardware manufacturers inevitably have to fulfill these demands and create faster and more powerful technology. These high-performance hardware can also be utilized for other activities that require significant computing power, such as cryptocurrency mining.

GAMIFICATION

We have seen how the elements of gaming can be applied in four different industries. In reality, however, many in-game aspects are also applicable or translatable in non-gaming environments. Staple gaming elements like point systems, badges, the use of avatars, leaderboards, performance graphs, and teamwork. As a result, the term gamification emerged. If you are interested in seeing how gamification is put into practice in non-gaming fields, you can read more about it here.

The journal titled How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction discusses how gamification can increase motivation based on self-determination theory.

According to self-determination theory, people are motivated to grow and change by three innate psychological needs: competence, autonomy, social connectedness or relatedness. Competence will be met when a person fully masters or feels proficient in a particular skill. The element of gaming that is suited for achieving competence is the awarding of points and badges. Leaderboards and performance graphs can also aid in this matter. In games, points serve as direct feedback or reward. If a player earns points after successfully performing an activity, the player will be motivated to continue doing the task in order to increase his or her points.

Many elements of gaming can be applied outside the scope of games. | Source: Deposit Photos

On the other hand, performance graphs can show a person’s progress or achievements after a certain period of time. For example, on the Duolingo app, each week, you’ll get a graphical report of how much time you’ve spent studying on the app over the last seven days. From that graph, you can clearly check if you are progressing at a rate that you want. Both badges and leaderboards can be used as an assessment of a person’s overall performance. Badges in games are usually given to players after they achieved a unique target or task. Leaderboards function to compare the performances between players. Ultimately, points, badges, leaderboards, and performance charts are useful visualizations of a person’s proficiency or mastery, which also create the drive for them to continue to improve.

The second psychological need that must be met in the self-determination theory is autonomy, which suggests that people need to be in control of their behavior and goals when conducting an activity. The need for autonomy consists of two aspects: freedom in decision-making and satisfaction with completing meaningful tasks. The use of avatars can be a way to fulfill the first aspect. Choosing an avatar — which represents the player and their personality — makes players feel that they have control over the decisions they make. The second aspect can be fulfilled with narration or stories. Stories are the essence of many games today. More often than not, tasks or missions in games mostly repeat the same formula. Go to A and complete a set of objectives, then go to B to complete a different set of objectives, and the process is repeated. After a few iterations of these, players can easily get bored. However, the presence of a story makes each mission unique and creates a different sense of accomplishment when a player successfully completes it.

The last component in self-determination theory is social connectedness, which is fulfilled when a person establishes some sense of belonging or attachment to a particular group. Games create a feeling of connectedness by frequently incorporating multiplayer elements. Players, therefore, have to work together with the group to achieve the goal. Single-player games can also achieve this by using NPCs as virtual entities. 

Conclusion

Today, there is still an assumption that games are nothing more than a mere child’s entertainment. Interestingly, however, the gaming industry is currently bigger than the film and music industry. Our society also often argues that games impose many negative impacts. Contrary to their beliefs, many gaming concepts and elements have been utilized in various non-gaming fields. Even though gaming generally serves as a medium of entertainment, they also have other aspects that make them incredibly beneficial to us. Fortunately for many people in the pandemic, games were also the only thing that kept them happy, sane, and connected with their friends or family. 

Featured image: Freepik. Translated by: Ananto Joyoadikusumo

7 Infamous Myths Surrounding Gaming and Esports

There are definitely a lot of myths surrounding the gaming community and the activity as a whole, most of them being widely inaccurate and misleading. Unfortunately, many gamers often also fall victim to these assumptions, which is why I think it is important to air out and debunk all of these gaming or esports myths.

1. There Are Only a Few Female Gamers

One of the well-known myths surrounding the gaming community is that most females do not play video games. Indeed, the majority of the gamer population are males. The truth is, however, female gamers are not really that rare after all. According to data from Niko Partners, the number of female gamers in Asia in 2017 reached 346 million, comprising 32% of the total gamer population in the region. Two years later, in 2019, the population of female gamers rose to 500 million, which is now 38% of the gamer population in Asia. Another data from Statista shows that, in 2017, 46% of all gamers are women.

Even more surprisingly, Niko Partners have found that the growth of the female gamer population (14.8%) far exceeds the growth rate of gamers in general (7.8%). The approximate percentage of females in China’s gamer population is 45%. In Indonesia, this figure is marginally larger by 4%. However, the distribution of platforms where female gamers play is considerably skewed. Of the 500 million female gamers in Asia, 483 million (95%) mostly play on mobile, 201 million (40%) play on PC, and only 8.5 million (2%) play on consoles. 

As the number of female gamers increases, their contribution to the gaming industry’s income also rises. In 2019, female gamers contributed 35% to the total gaming industry revenue. This figure has increased to 39% in the next year. 

Proportion of gamers by age and gender. | Source: Statista

Recently, Sony also released a report which documents the details of its console sales. In the report, a significantly higher proportion of female gamers bought the Playstation 4 and 5 compared to the Playstation 1. During the PS1 era, only 18% of gamers who bought the console were females. However, during the PS4/5 era, this figure rose to an astounding 41%.

From the statistics above, we can clearly see that female gamers are not at all a rare species. Despite this fact, it can still be difficult to find and notice a female gamer in many of our games. According to recent research conducted by Reach3 Insights and Lenovo, 59% of female gamers hide their gender when playing online games. A report by GamesIndustry suggests that females do not show their gender to avoid the possibility of harassment. A respondent of the study even admitted that she goes so far as to only playing male characters in MMORPG games to maintain the anonymity of her gender. She explained that she does this to prevent receiving seductive, unwanted, and potentially sexually harassing messages. 

 

2. Gamers Are Anti-Social

Gamers are also often seen by the public as loners who spend most of their time playing games and not caring about the outside world. Contrary to most beliefs, however, the emergence of online games has encouraged gamers to socialize with each other. 

A 2016 study titled Motivations for Play in Online Games suggests three reasons why people play games. One of them is to establish relationships with other players. Given that humans are innately social creatures, it is not really surprising to see that we always try to connect with other people and be part of some like-minded group. Our natural attraction for socializing is the reason why online games — both cooperative and competitive games — are incredibly popular nowadays. In fact, in South Korea and China, playing games are considered a social activity. Before the unfortunate pandemic, Hybrid also held a gamers gathering event called Hybrid Dojo every two weeks. My friends and colleagues also frequently meet up to play PUBG Mobile together. Although some games can be enjoyed alone, most of us gamers do prefer playing games with other people.

In-game chat is one of the many forms of communication in gaming. | Source: Medium

Furthermore, a study in The Journal of Computer-Mediated Communication, released in 2014, found that a majority of online gamers deeply care about the dynamic relationships in gaming and not only focus on the sole gameplay aspect itself.

“Gamers aren’t the antisocial basement-dwellers we see in pop culture stereotypes; they’re highly social people,” said Nick Taylor, lead author of the study The Journal of Computer-Mediated Communication, as quoted from CNET. “This won’t be a surprise to the gaming community, but it’s worth telling everyone else. Loners are the outliers in gaming, not the norm.”

3. You Can Get Addicted and Become Mentally Ill from Playing Games

Today’s society does have the tendency to over glorify and, to a certain extent, romanticize mental illness, especially after the release of the movie The Joker. People in the younger generation frequently self-diagnose themselves with depression, ADHD, or Bipolar Disorder despite not having any expertise in the field of psychology. Unfortunately, this trend also spills over to gaming. 

Countless people claim that they or someone they knew is affected by gaming addiction. Furthermore, the World Health Organization (WHO) also officially recognized gaming disorder as a form of mental illness back in 2019. 

WHO officially declared gaming disorder as a mental illness in 2019. | Source: TechCrunch

WHO also elaborated the characteristics or telltale signs of someone with a gaming disorder. The first characteristic is losing control over gaming habits. In other words, someone who has a gaming disorder will find it difficult to stop playing and limit his/her playing time. The second sign of people affected by the disorder is overly prioritizing gaming over obligatory life activities such as eating, studying, or working.

Someone with a “gaming disorder” will also continue to keep playing despite being cognizant of the harmful effects that the activity has had on their life. For instance, the person will not stop playing games even though their grades have significantly declined. If a person has the three characteristics above, which also persist for 12 months, then the person is officially declared affected by gaming disorder

 

4. Games and Esports Are the Exact Same Thing

Esports is a part of gaming, a really big part, in fact. However, both of them are not the same thing. Some games don’t even have an esports scene. By definition, esports are competitions or tournaments that are based on video games. According to Red Bull, esports exists when the best players of a particular game compete for a prize. Therefore, the primary element of esports is competitiveness. But, of course, not all games are meant to be competitive. Some games highlight the narrative or the story, while other games focus on cooperative features.

Another thing that distinguishes esports from gaming is the player’s goals. In esports, the pros obviously have the sole objective to win every single tournament and title. However, normal players like most of us play games for far more varying reasons. Some of us might play to experience interesting gameplay. There are also those who play for the lore or immersive worldbuilding. Others might also play for the sake of socializing with friends or like-minded individuals. However, one thing is for sure: gaming has the primary purpose of being a medium of entertainment, not competition.

 

5. All Professional Esports Players Have Massive Salaries

The salaries of star players who play in the Premier League are certainly different from the salaries of players that compete in English Football League Two. This same salary disparity also occurs in the esports world. Although there has been an overall increase in esports pros’ salaries, many players are still affected by unequal pay. For one, player’s salaries are usually determined by their skill and capabilities. Esports scenes of different games also offer a widely diverse range of player salaries. Obviously, more popular games with a much more successful esports scene will usually offer more prestigious payments towards pros.

The minimum salary of an Overwatch League (OWL) player is around $50,000 USD per year. On the other hand, the average annual salary of a North American League of Legends (LCS) league player can reach $300 thousand USD. In Indonesia, the salary of Mobile Legends Professional League (MPL) players is only around IDR 7 million. As you can see, the pro salary of different games are incredibly diverse.

The minimum salary for an OWL player is US$50,000. | Source: Upcomer

OWL, LCS, and MPL are esports leagues with support from publishers. These publishers, therefore, determine the salary terms (such as minimum wage) of the pro players. However, not all game publishers support the esports scene of their games and explicitly define the payment terms of players. In this kind of situation, player salaries are even more uncertain. Let’s take the Valorant as an example. According to internal Hybrid.co.id sources, the range of salaries of Valorant players is relatively large. Some players receive salaries above the Jakarta Regional Minimum Wage (UMR), some have salaries around the Jakarta UMR, while other, less fortunate, players are paid below the minimum wage. Pros of unpopular games can even have salaries as low as only hundreds of thousands of rupiah.

6. Pro Players Spend All of Their Time Playing

Esports pros are comparable to conventional sports athletes. Both of them have the sole objective to improve themselves and hone their skills to be able to win. Therefore, most of us expect the esports pros to spend hours and hours every day practicing and playing. The truth is, however, esports pros don’t only use their time for playing games. They also need to engage in other activities such as reviewing VODs, strategies, and even physical exercise.

Liyu “Cody” Sun, a League of Legends player, mentions that adequate sleep, a healthy mindset, and a balanced social life are important aspects to maintain as an esports athlete. According to him, solely focusing on practice or playing is not an effective method to improve as a player.

“I do think that the most, or the best players in our industry are the ones that are able to find the best schedule for themselves, and, you know, be as efficient as they can with their lifestyle — practicing as well as exercising and eating well and having a decent social life,” Sun said in an interview from Intel.

According to Spectatorph, professional esports players usually spend about an hour of physical exercise every day. They will spend another hour on VOD reviews and up to 9 hours of practice, either alone or with the team.

Furthermore, the CEO of RRQ, Andrian Pauline also mentioned that the daily routine of pro players is not only playing or practicing. They also have to frequently review the team’s playstyle and even try to get insights into their opponent’s strategy. AP mentions that the proportion of non-gaming activities depends on the situation and needs of the team. “Sometimes the team may require the players to practice for the whole day. In other times, players can spend 20% or 50% of their time doing other activities,” he said when contacted by Hybrid. These proportions and schedules are often determined by the team coach.

 

7. Esports Fans Are Only Comprised of Males

The majority of esports viewers are, obviously, gamers. Unlike conventional sports, games in esports can be quite difficult to understand. And, of course, most of us will only enjoy esports content if we understand the game that is being broadcasted. Therefore, along with the increasing number of female gamers, it is not surprising to see that the female demography of esports viewers also increases.

According to data from Statista, around 22% of the esports audience around the world are females. The percentage of female esports viewers also differs from country to country. In the US, only 17% of esports fans are females. This figure is much larger in the UK (with 25%), China (with 30%), and South Korea (with 32%).

The percentage of female esports viewers in different countries. | Source: Statista

Data from Interpret shows that the number of female esports viewers in the fourth quarter of 2018 was 30.4%, Two years ago, however, this figure was only around 23.9%. Tia Christianson, Vice President of Interpret for Europe mentioned that this 6.5% increase was a significant milestone. She thinks that this is a step towards the right direction of gender equality in the esports community.

Conclusion

Humans have the tendency to fear new trends and also pretend to always be knowledgeable in many circumstances. As a result, our society has developed countless false assumptions, narratives, and harmful stigmas toward gaming and esports. For instance, in 1988-1992, many are concerned that that table-top RPG (TTRPG) games, such as Dungeons and Dragons, were promoting satanism, pornography, and even murder. Therefore, it is imperative that we always fact-check the ideas that we receive to get an accurate representation of the truth. I hope that this article has cleared up several popular gaming myths and helped you to be a more mindful individual.

Featured Image: South Park. Translated by: Ananto Joyoadikusumo.

Accenture Report: 84% of Gamers Use Gaming as a Socializing Tool

Gamers are often seen by the public as antisocial, which may be true to a certain degree. However, today, games are not simply used as a means of personal entertainment but also as a medium of communication. Especially in midst of a lockdown due to the COVID-19 pandemic, games have become the bridge that connects friends and people alike around the world.

The Growth of the Gaming Industry

According to Accenture, the gaming industry is estimated to be worth $200 billion. Today, approximately 2.7 billion people in the world play games. China, the United States, and Japan are the three countries with the largest gaming industries. China is estimated to have a population of 929 million gamers, and its gaming industry is valued over $51 billion USD. On the other hand, the US gaming industry is worth around $48 billion USD while housing over 219 million gamers.

In terms of population size, Japan will never come close to China or the United States. However, pound for pound, the game industry in Japan is incredibly massive. Despite its minuscule population, there are around 75 million gamers in Japan. Its gaming industry is also estimated to be worth over $24 billion USD. Apart from China, the US, and Japan, there are 17 other countries with gaming industries valued at over $1 billion USD. UK, Italy, Germany, Canada, South Korea, France, and Spain are some examples.

Gender proportions among gamers. | Source: Accenture

There is a strong belief within the gaming community that the gamer population is dominated by males. This assumption, however, is totally wrong. According to Accenture, 46% of the gamer population are female, 52% are male, and the remaining 2% fall into the non-binary category or people who do not want to mention their gender. Indeed, there are almost as many female gamers as there are male gamers. The rise in the number of females playing games is assumed to be the product of mobile gaming, which makes games far more accessible in general. 

In terms of experience at gaming, Accenture divides its four thousand respondents into two categories: gamers with more than five years of playing experience and gamers who have only played for the past one to four years. Interestingly, newer gamers have different characteristics from the more experienced gamers. In terms of age, new gamers are, of course, generally younger. The average age of less experienced gamers is 32 years old, while the average age of the more experienced gamers is 35 years old. The percentage of new and experienced gamers below the age of 25 is 30% and 25%, respectively. Most of the new gamers, 60% to be exact, are also women. On the other hand, females only populate around 39% of the experienced gamers group.

Industries That Have Benefitted from the Gaming Industry

The rapid growth of the gaming industry has also catalyzed the emergence of other related industries such as esports. Currently, these newborn industries are estimated to have a value of $100 billion USD. Here some examples of these industries and their respective net worth:

  • Esports, $1.3 billion USD
  • Gaming accessories for PC, $12 billion USD
  • PC gaming hardware, $39.3 billion USD
  • Mobile devices, $39.7 billion USD
  • Gaming content creation, $9.3 billion USD
Various industries that have benefited from the development of the gaming industry. | Source: Accenture

The rising popularity of gaming has also undoubtedly impacted mainstream culture. In the film industry, for example, there are a number of films that were based on video games, such as Angry Birds and War of Warcraft. Unfortunately, I must admit that most of these video game adaptation movies have drawn more criticism than praise from its fanbase. In addition to the film industry, gaming also had an impact on the toy and esports industry. Innovations in the gaming industry have also been translated into other fields ranging from education, health, and even the military. For example, education is one of the fastest-growing categories on Roblox.

The concept of gamification is also widely used by people outside gaming. As an illustration, many teachers today implement a point or ranking system in their classes to introduce competitive spirits between students. Games, nowadays, are also used as a place to hang out or socialize instead of just being a tool of personal entertainment. As proof, Travis Scott’s virtual concert at Fortnite was “attended” by 12 million players around the world. Due to the current pandemic lockdown, people also celebrate important moments, such as birthdays and weddings, in video games.

The Social Aspects of Gaming Drives the Growth of Its Industry

One of the driving factors behind the growth of the gaming industry is the development of mobile devices. For one, smartphones are usually much cheaper and accessible than gaming PCs or consoles. Furthermore, a majority of mobile games are free-to-play. Interestingly, however, the emergence of mobile games does not cannibalize the console and PC game market and instead encourages game developers to focus more on the social aspects of gaming. Therefore, don’t be surprised that more and more people today use gaming as a socializing tool.

According to data from Accenture, 84% of gamers say that they use games as a means of socializing with people with similar interests. Many gamers also play to find new friends online. This trend is further reinforced by the current COVID-19 pandemic. 74% of the respondents admitted that the pandemic has pushed them to socialize more through games. Furthermore, as many as 75% of gamers mentioned that a majority of their social interactions occur in games or gaming-related platforms such as Discord.

The importance of social aspects in games. | Source:Accenture

For most gamers, the gaming world plays an important role in their social life. Accenture’s data also shows that gamers spend about 16 hours every week playing games. On average, gamers also spend 8 hours a week watching gaming content and 6 hours on socializing in gaming communities or forums.

Unfortunately, the gaming community is also often known for its bizarre toxicity. Therefore, it is imperative that gamers always try to find suitable friends or communities that can mesh well with their personality. In fact, 84% of the respondents in Accenture’s survey admitted that having the right group of friends is key to an enjoyable online gaming experience. 

Finding a suitable group of friends while playing games is incredibly important. | Source: Accenture

All these data above show that the social aspects of gaming are becoming the main attraction for many gamers today. Thus, creating interesting games from popular franchises will simply no longer cut it. Instead, game developers must always think out of the box to innovate and optimize the social interactions and experiences between the players.

Featured Image: Team17. Translated by: Ananto Joyoadikusumo

Pros and Cons of the Absolute Power of Game Publishers in the World of Esports

In the esports world, game publishers are the absolute power holder who can determine every aspect of the game’s ecosystem. They are essentially the kings of the esports kingdom. Of course, there are pros and cons that comes with this system. On the one hand, publishers can give much-needed resources to grow and develop an esports ecosystem. On the other hand, publishers can also single-handedly shut down the whole esports ecosystem if deemed unprofitable. Let’s explore each these advantages and disadvantages in greater depth. 

Advantage #1: No Power Scramble

In Indonesia, four major associations oversee the country’s esports scene, namely the Indonesia Esports Association (IESPA), the Indonesian Video Game Association (Asosiasi Olahraga Video Games Indonesia or AVGI), the Indonesian Esports Federation (Federasi Esports Indonesia or FEI), and the Indonesian Esports Executive Board (Pengurus Besar Esports Indonesia or PBESI). Each association has its own affiliation. For example, IESPA has been a member of the International Esports Federation since 2013 and has been a member of the Indonesian Olympic Committee (Komite Olimpiade Indonesia or KOI) since 2018. In addition, it is also affiliated with the Indonesian Community Recreational Sports Federation (Federasi Olahraga Rekreasi Masyarakat Indonesia or FORMI). On the other hand, PBESI has a close relationship with the Indonesian National Sports Committee (Komite Nasional Olahraga Indonesia or KONI).

In August 2020, KONI recognized esports as a legitimate sport, no longer considered as merely a recreational sport. On the other hand, PBESI’s position is on par with the Football Association of Indonesia (PSSI) or the Badminton Association of Indonesia (PBSI). According to One Esports, however, PBESI is the association with the highest authority or power in promoting esports. All of this information suggests that IESPA’s power or influence in the esports realm is not very widespread. However, IESPA used to be involved in encouraging esports athletes to compete in global competitions and is even responsible for selecting esports athletes at the 2019 SEA Games.

We are proud to announce the Indonesian Esports national team contingent squad for the 2019 SEA Games. Further finalization processes will be carried out by the Indonesian Olympic Committee and @KEMENPORA_RI. Please support us so that Indonesia can win as much gold medals as possible! pic.twitter.com/OZ3apKDZgV

— Indonesia Esports Association (@iespaorg) September 2, 2019

Ideally, these esports associations in Indonesia can work hand in hand to develop the esports ecosystem in the country. Boxing, for example, has four associations that can coexist in overseeing and developing the sport. However, the coexistence of multiple associations does present the possibility of conflict and the overlapping of responsibilities.

Instead, if one single organization controls the whole sport, these power struggle conflict can be prevented entirely. Publishers can ensure that all parties involved in the esports ecosystem (players, teams, tournament organizers) will comply with the rules they set. As a result, the development of the esports ecosystem will become a much more cohesive and stable process.

Let’s compare the absolute power of publishers in the esports scene with a dictatorial government system. People have always said that a democratic system is far better than an autocratic one. However, in a democracy, the government leadership or power will always change once every few years. In Indonesia, for example, a person can serve as president for a maximum of ten years (or two terms). 

Unfortunately, different leaders will have different visions, goals, virtues, and implementation of policies. Erratic changes can occur especially if the new leader comes from the opposing party, which happened in DKI Jakarta a few years ago. When Anies Baswedan and Sandiaga Uno won the DKI Jakarta Regional Head Election in 2017, they immediately modified several policies that were put in place by the previous governors.

PBESI Inauguration. | Source: Hybrid.co.id

Of course, in the context of a country or state, a change in leadership may have a positive impact in the long term. However, in the esports scene, continuity is a very important commodity. For example, let’s say that the majority of the power in the esports scene was in the hands of association A. The association felt that the regeneration of esports players is of utmost importance and subsequently hosted several competitions at the high school and college level. However, the very next year, the power shifted to association B, which considers amateur-level tournaments unnecessary. Association B proceeds to disband all competitions at the student level held by association A in the previous year. You can see how changes of power or influence can cause instability and conflict in the esports ecosystem

On the flip side, countries under dictatorship solely depend on the goals and policies that the dictator implements. Similarly, when the publisher holds absolute power, the success or failure of the esports scene will depend entirely on the publisher’s actions. Fortunately, most game publishers do want their esports ecosystem to thrive since it highly impacts their finances and revenue.

Advantage #2: Publishers will try their best to maintain and cultivate their esports ecosystem

Valve earned approximately $130.8 million USD from the sales of The International 9 Battle Pass. 25% of the total Battle Pass sales — approximately US$32.7 million — went directly to TI9’s prize pool, enabling it to accumulate a whopping $34.3 million USD. Valve, interestingly, only prepared $1.6 million USD for the starting price and pocketed $98.1 million USD from the 75% of remaining sales of the Battle Pass. Dota 2 is a relatively old game, launched in July 2013, which is also free to play. However, due to the massive success of its esports scene, Dota 2 is arguably the most profitable money-making machine for Valve. Looking at Valve’s success from Dota 2, it begs the question: why do some game publishers not opt to maintain or grow their esports scene?

Of course, The International might be an extreme case that is not easily replicable for most publishers out there. However, publishers do have other options for monetizing the esports scene than just using the prize pool. For example, Riot Games creates special and limited skins based on the team that won the League of Legends World Championship. Riot also implemented the franchise league model to generate extra revenue from esports. A franchise league model allows teams to participate in the league if they pay a certain amount of money. Currently, Riot has implemented the model in three different LoL leagues, namely the North American League (LEC), European League (LEC), and South Korean League (LCK). In Indonesia, one of the publishers that adopt the franchise league monetization model is Moonton through Mobile Legends Professional League (MPL).

PBE previews, @DWGKIA for the win!

🏆DWG Nidalee
🏆DWG Kennen
🏆DWG Twisted Fate
🏆DWG Jhin
🏆DWG Leona pic.twitter.com/lk2YxQrWYI

— League of Legends (@LeagueOfLegends) April 13, 2021

Esports can also be used as a marketing tool to maintain the player base and extend the life span of a game. Ubisoft is an example of a successful publisher that uses esports as a means of marketing. In 2016, a year after launching Rainbow Six: Siege, the game only has around 10 million active players. Jumping to 2020, however, that number skyrocketed to 55 million players. This trend usually does not occur in the gaming industry, as games often lose players a few years after their release. However, Ubisoft uses R6’s esports scene to keep the game relevant and maintain the loyalty of its fans.

As we can observe, the esports scene can highly impact the success and relevancy of a game throughout its life span, which is why most game publishers will try their best to develop their esports ecosystem. For example, Dota 2 and Counter-Strike: Global Offensive were used to have a very big scene in Indonesia. However, since both of these franchises’ esports were not properly cultivated in the country, Dota 2 and CS eventually died out in the region. Very few esports organizations in Indonesia still have teams competing in these two games, and the player base in the country is also shrinking rapidly.

ClutchGuild that qualified for AOV World Cup 2018. | Source: Mineski

Similar to Dota 2 and CS, Arena of Valor is also losing its prestige in the local esports ecosystem. However, the AOV esports scene is still very much alive and much more thriving than the two previous games. AOV’s major tournament, Arena of Valor Premier League, is still being held today, with prize pools reaching $350 thousand USD. As you may have already expected, Tencent and Garena were directly involved in hosting these tournaments. Therefore, although some esports ecosystems can survive without publisher support (like what we see locally with Dota 2), the game publisher’s support will extensively affect the degree of success of an esports scene.

Advantage #3: Fixed Set of Rules

In most esports, both tournament organizers and game publishers usually determine the rules in their esport scenes. However, publishers do have a stronger influence to enforce the rules they set since they obviously have direct access to the game. For example, if an esports player cheats in an official PUBG Mobile competition, Tencent can directly ban the player ID from the game. On the other hand, if a player was caught cheating in a third-party tournament, then he/she might only be banned from participating in the tournament. 

We can also take an example from Pro Evolution Soccer, one of the large esports ecosystems in Indonesia without publisher support. The PES esports scene can grow due to the efforts of Liga1PES and also the Indonesia Football e-League (IFeL). Of course, these 2 leagues have implemented their own set of rules. However, Liga1PES will not be able to interfere in the regulations made by IFeL and vice versa, potentially causing several inconsistencies or interference. 

Head of Indonesia Football e-League, Putra Sutopo. | Source:  IFeL Official Documentation

Indeed, there is a possibility of abusing the absolute power that publishers have. However, referring back to the second point/advantage, publishers will most likely use their influence for the good of the esports ecosystems as it directly impacts their finances. 

Disadvantage #1: Abrupt Shutdowns of the Esports Ecosystem

Although esports can generate a lot of revenue for publishers, creating and maintaining a profitable esports ecosystem is not an easy task. More often than not, publishers have to invest a substantial amount of budget and time to develop the esports scene of their games. As a result, when esports is no longer deemed profitable for the company, it can decide to pull out their investments and shut down the ecosystem overnight. Blizzard Entertainment is an infamous publisher that has done this in the past.

In 2015, Blizzard released Heroes of the Storm as their MOBA franchise. In the same year, Blizzard collaborated with a university-level esports organization, Tespa, to hold a HoTS competition called Heroes of the Dorm. Blizzard provides a prize pool of $25,000 USD in scholarships for the winning team. One year later, in 2016, Blizzard held a top-tier HoTS competition for professionals called Heroes of the Storm Global Championship (HGC). It went all-in on the tournament, making it global, and invested a lot of capital into it. The HoTS esports scene was a massive hit, gathering a number of well-known esports organizations, such as Gen.G from South Korea and Fnatic from England.

Unfortunately, in December 2018, Blizzard decided to stop supporting the HoTS esports scene, considering it to be unprofitable. Blizzard did not inform this move far ahead of time, causing many HoTS professional coaches and players to abruptly lose their jobs. Esports organizations that recently created HoTS teams also suffer sizable losses. Luckily, many loyal HoTS fans continued to push and support the HoTS esports scene, although most tournaments are conducted at a much smaller scale.

Blizzard’s decision to unilaterally shut down HoTS’ esports is one of the negative impacts that may arise when publishers hold absolute power in the esports world. South Korean politicians even reacted to Blizzard’s action and subsequently made regulations to prevent this type of event. In May 2021, Korean Democratic Party congressman Dong-su Yoo proposed a regulation called the Heroes of the Storm Law which ensures that no tournament organizers or game publishers can abruptly cancel or shut down tournaments before properly informing related parties. According to a Naver Sports report, through the HoTS Law, Yoo hopes that game publishers will notify teams and players far ahead of time before executing an event cancellation.

“In esports, if the game publisher is no longer willing to support the competition, the rights of many other parties who are involved in the competitions, including esports organizations, players, casters, viewers, and others would seriously be affected by these kinds of unilateral decisions,” Yoo said, as quoted from The Esports Observer. He pointed out that most esports players are in their early 20s, a vital period of determining a person’s career. Instability or a sudden shut down of an esports ecosystem can have massive consequences. “Laws must be in place to protect them from unilateral damage,” he said.

Disadvantage #2: Publishers who have no interest in Esports

Nintendo, as an example, shows absolutely no interest in building an esports ecosystem out of Super Smash Bros. Contrary to our expections, however, the Super Smash Bros esports scene is actually quite developed. The game is included in EVO, a collection of the most prestigious fighting games competition, and an annual tournament called Smash Summit is also held since 2015. Despite the collective success that has been forged by the community, Nintendo still turns a blind eye towards Super Smash Bros’ esports scene.

Nintendo does provide some form of logistical support to the Smash community once in a while, but it rarely contribute to any sort of financial assistance. As a result, Super Smash Bros tournaments don’t have the large prize pools that we often see in other esports scenes. As a comparison, Smash Summit 5, which currently has the largest prize pool in all of Smash’s esports, only offered a prize of $83.7 thousand USD. On the other hand, MPL, which is only primarily broadcasted in Indonesia, has a prize pool of $150 thousand USD. Furthermore, Riot contributed $2.25 million USD for the League of Legends World Championship prize.

Nintendo’s philosophy towards Smash’s esports scene has generated a lot of backlash from professional Smash players. Eventually, in 2020, Nintendo’s President, Shuntaro Furukawa, was prompted to clarify the reasons behind Nintendo’s decision to not support the Super Smash Bros esports ecosystem. He explained that Nintendo wanted the game to be enjoyed by both casual and also hardcore players. Nintendo didn’t want to accentuate the differences in skills between the two groups. Indeed, most people do consider Super Smash Bros to be a much more casual fighting game played for fun and entertainment.

“Esports, in which players compete on stage for prize money as an audience watches, demonstrates one of the wonderful charms of video games,” Furukawa told Nikkei, as translated by Kotaku. “We are not necessarily opposing the idea of esports. However, we also want our games to be widely enjoyed by anyone regardless of experience, gender, or age. We want to be able to participate in a wide range of different events, instead of merely competing for prize money. Our strength, what differentiates us from other companies, is this different viewpoint.

Disadvantage #3: Declining Legitimacy of Third Party Tournaments

Let’s go back to Dota 2 for a moment. You probably have realized by now that The International is essentially the World Cup for Dota 2 players. Winning a TI is the pinnacle of all Dota 2 pros due to the sheer scale in prize pool money. 

For Valve, the massive hype for TI is definitely beneficial for the company. For third-party tournament organizers, however, not so much. Obviously, third-party tournaments are incredibly insignificant compared to TI. You can probably win all non-TI tournaments in a year and still can’t get close to TI’s winning prize or prestige. Thus, some teams or players might be discouraged to participate in these smaller-scale tournaments. Subsequently, the tournament organizers might have a more difficult time getting views from audiences.

Furthermore, small-scale tournaments created by third-party organizers usually find it difficult to compete with official tournaments from publishers in terms of prestige. When you watch The International or PUBG Mobile Global Championship, you know that the teams competing in those tournaments are some of the best teams in the world. The teams in these high-tier tournaments need to go through a “preliminary round” at the national or regional level, filtering all the less competent teams. You can also observe which teams can compete at the national, regional, and global levels.

Astralis and Team Liquid, winners of Intel Grand Slam Season 1 and 2. | Source: Dexerto

Of course, not all third-party TOs are willing to spend substantial investments to create this “filtration” process or a tiered esports competition. One exception is Intel, a non-publisher company that held the Intel Grand Slam with help from ESL Gaming. Intel Grand Slam offers a $1 million USD prize for a CS:GO team that wins 4 S-Tier tournaments in a window of 10 consecutive esport events.

The existence of the Intel Grand Slam does prove, to a certain extent, that third-party organizations can create high-tier and competitive tournaments. But, of course, not many companies are willing to invest as much as Intel. Intel has an adequate budget and is also considered an endemic brand in esports. As an illustration, in 2020, Intel’s revenue reached $ 77.87 billion USD. On the other hand, NVIDIA’s revenue in the 2021 fiscal year was only $16.68 billion USD, while Sony’s is $10.7 billion USD, and Lenovo Group only accumulated $50.7 billion USD.

Conclusion

There is a saying that goes: Power tends to corrupt, and absolute power corrupts absolutely. A person or entity who has complete control is very likely to make selfish decisions that will benefit themself. In the world of esports, publishers –  who always have absolute control – also have the potential to act arbitrarily, evident from Blizzard’s decision to unilaterally shutting down the Heroes of the Storm esports ecosystem.

Of course, not all companies will follow in Blizzard’s footsteps. Most publishers out there do consider esports as a marketing tool to attract new audiences, maintain the loyalty of fans, and subsequently generate revenue. However, establishing a healthy esports ecosystem is can be difficult, and will need the collective support of professional teams, players, and tournament organizers. Therefore, while publishers have all the power to make all the decisions, they must also take the necessary steps to benefit all parties if they were to create a profitable esports scene. 

Translated by: Ananto Joyoadikusumo.

App Annie & IDC: A Year after the Pandemic Started, Gamers Still Love Spending Money

The COVID-19 pandemic has highly benefited the growth of the gaming industry. In addition to the boost in sales of games, consoles, and gaming hardware, the pandemic has also increased the average playing time of most gamers. Although citizens of some countries have been freed from the COVID-19 calamity and went back to living life normally, the trends that emerged due to the pandemic — such as playing more games and watching more gaming streams — are surprisingly persisting.

The Driving Force of the Game Industry’s Growth: Mobile Gaming

Currently, mobile gaming seems to have the largest contribution in terms of consumer spending growth in digital games. According to the report published by App Annie and IDC, the total expenditure of mobile gamers around the world was over $120 billion USD, 2.9 times as much as the total spending of PC gamers, which only reached $41 billion USD. Console and handheld console players, on the other hand, had a total expenditure of $39 billion USD and $4 billion USD, respectively.

In the case of mobile gaming, Asia Pacific is still the region with the largest contribution to gamer’s total spendings, 50% to be exact. Interestingly, this figure actually plateaued throughout the pandemic. Instead, gamers in other regions, like NA and Western Europe, experienced an increase in gaming expenditure. Although the Asia Pacific region had massive spending in mobile games, expenses from PC/Mac gamers in the region declined marginally by 4%. This trend can be explained perhaps by the unfortunate closing of many internet cafes in the pandemic.

Gamers’ Spending in each platform. | Source: App Annie

On the other hand, the total worldwide expenditure in the realm of console gaming is expected to rise due to the launch of PlayStation 5 and Xbox Series X/S at the end of 2020. App Annie and IDC also mentioned that the console gaming audience has the potential to grow exponentially in the Asia Pacific region. With the recent launch of Xbox Series X in China on June 10, 2021, and PlayStation 5 on May 15, 2021, we should expect to see a surge in the console player population in Asia. In terms of handheld consoles, Nintendo Switch Lite is currently the only console that incentivizes consumption growth. As of September 2020, Nintendo has discontinued the production of the 3DS. Fortunately, the e-shop of the 3DS is still accessible.

In the United States, console sales increased rapidly in April 2020 after the US government announced the country’s lockdown. As console sales increase, more and more people subsequently download companion apps — such as Steam, PlayStation App, Nintendo Switch, and Xbox — that allow their PC/console game accounts to be accessible through their smartphones. Additionally, these companion apps also has chatting features so users can interact with their friends. Some apps also offer cloud gaming features that allows gamers to play their console games via smartphones.

Cross-Platform Games

One of the gaming trends that persisted after the COVID-19 pandemic is the rate of mobile game downloads. In the first quarter of 2021, there were over 1 billion mobile game downloads globally. This figure is 30% greater compared to Q4 of 2019. Expenditures on mobile games also increased in the same period. In Q1 2021, the total spending of mobile gamers around the world reached $1.7 billion USD per week, an astounding increase of 40% from the pre-pandemic period. Many game publishers, as a result, began placing their interest in launching games on the mobile platform.

Global weekly game downloads and consumer spendings. | Source: App Annie

Just like the mobile game segment, PC gaming also experienced some degree of growth during the pandemic. We can find this trend in the rise of Steam’s concurrent users and players. From October 2019 to April 2020, the number of daily concurrent users on Steam increased by 46% to a staggering 24.5 million users. Steam’s daily concurrent players also surged by 61% to 8.2 million. However, if we extend the period to March 2021, Steam’s daily users and player numbers reached 26.85 million (46% increase) and 7.4 million (60% increase), respectively. As we see from the statistics above, Steam’s player and user count did not decline but, instead, persisted after the pandemic.

What makes games so popular in the pandemic? According to App Annie and IDC, online real-time features — such as PvP — are highly common in today’s popular games, regardless of the gaming platform. In other words, most gamers want to play and interact with each other. After all, games can help cope with the loneliness of the pandemic isolation by providing a medium to connect with friends. Another feature that is rising in popularity is cross-play: a feature that allows gamers to play one game on multiple platforms. For example, players can start a game on PC and continue playing it on mobile or vice versa.

Steam’s daily concurrent users and players. | Source: IDC

An example of a game that, by far, has implemented the best cross-play feature is Genshin Impact. Since its launch in September 2020, miHoYo (the game dev of Genshin Impact) immediately released the game on several platforms at once: PC, console, and mobile. miHoYo’s decision to prioritize cross-play features — such as cross-save and co-op modes across platforms — is one of the reasons why Genshin Impact has successfully become a phenomenon in the gaming world.

Another popular cross-platform game is Among Us. In the span of just a few months in 2020, the player count of Among Us skyrocketed. In January 2020, the number of concurrent players in Among Us was less than a thousand. However, in September 2020, over 400 thousand people around the world were playing the game. Among Us is also incredibly popular on the mobile platform. At some point, Among Us download numbers in mobile were able to peak in the US, UK, and South Korea.

Gaming Stream Watch Times

The pandemic has also increased the amount of time people spend watching gaming content broadcasts. Up until April 2021, user engagement rates from Twitch and Discord continue to rise. In China, the watch times of game streaming platforms such as bilibili, Huya, and DouyuTV, have also gone up. The largest increase, uncoincidentally, occurred in the first half of 2020, which is when the COVID-19 pandemic started to emerge and forced people into quarantining in their homes.

 

The average time users spend watching gaming streams per month in different streaming platforms. | Source: App Annie

Viewers also become less hesitant in spending money on these platforms as they become more invested in them. Recently, there has been a steady rise in the total expenditure of Twitch and Discord users. In Q4 2020, Twitch managed to enter the list of 10 non-gaming applications with the largest total revenue. Twitch even climbed to 8th place on the list during the first quarter of 2021.

Featured Image: Unsplash. Translated by: Ananto Joyoadikusumo.

Niko Partners: The Growing Esports Viewership in Southeast Asia

The gaming industry in the Greater Southeast Asia region — including Southeast Asia and Taiwan — is estimated to be worth$8.3 billion USD by 2023. One of the primary driving factors behind the growth of the gaming industry at GSEA is esports. This is not a surprise considering that most gamers in Asia are also esports enthusiasts. According to data from Niko Partners, around 95% of PC gamers and 90% of mobile players in Asia are, to a certain extent, active or interested in the esports world. In a previous article, we already discussed the state of the gaming industry at GSEA in 2020. This time, we will dive deeper into the esports world in Asia, especially SEA.

The Esports Audience in Southeast Asia

According to Niko Partners’ data, the number of esports viewers in East Asia and Southeast Asia reaches 510 million people. Furthermore, around 350 million of these esports fans came from China, and the remaining 160 million are from Southeast Asia, Japan, and South Korea.

“There are approximately 100 million esports viewers throughout Southeast Asia. The number of viewers and players in each specific country, more or less, is directly proportional to the population size and internet quality in the country,” said Darang S. Candra, Director of Asia’s Gaming Market Research Company, Niko Partners. “In SEA, Indonesia has the largest number of viewers and esports players, followed by the Philippines, Vietnam, Thailand, Malaysia, and Singapore.” If you want more details regarding the statistics of the esports audience in SEA, you can refer to Niko Partner’s premium report.

The population size and internet speeds in Southeast Asian Countries.

The five countries in Southeast Asia with the largest population are Indonesia, the Philippines, Vietnam, Thailand, and Myanmar. In terms of internet speed, Singapore comes on top not only in the SEA region but also throughout the world. According to data from Speedtest, the average speed of a fixed broadband network in Singapore reaches 245.5 Mbps. As you can see in the table above, although Indonesia has the largest population, the country’s internet quality is relatively subpar when compared to the other countries in Southeast Asia.

The Philippines, by far, is the country in SEA that has racked up the most top-tier esports achievements. For instance, the Philippines managed to bring home the most medals (3 gold, 1 silver, 1 bronze medal) from the esports section at the 2019 SEA Games. As a comparison, Indonesia’s esports team only managed to win two silver medals.

The Philippines won three gold medals in three different games: Dota 2, StarCraft II, and Mobile Legends: Bang Bang. Last January, Bren Esports, a Filipino team, also won the M2 World Championship. The StarCraft II player who won the gold medal for the Philippines was Caviar “EnDerr” Acampado, a pro StarCraft II player since 2011. EnDerr is still active in the StarCraft II esports scene until this very day. In 2021, he has even won two minor tournaments called PSISTORM StarCraft League – Season 1 and Season 2. Last 2020, he also won a major Starcraft II tournament, DH SC2 Masters 2020 Winter: Oceania / Rest of Asia.

The Philippines also houses many talented Dota 2 players and teams. In addition to successfully bringing home a gold medal at the 2019 SEA Games, the Philippines also has a formidable Dota 2 team called TNC Predator. Not long ago, TNC won the Asia Pacific Predator League 2020/21 – APAC. In 2020, they also placed first in both the BTS Pro Series Season 4: Southeast Asia and ESL One Thailand 2020: Asia. Furthermore, they also won the MDL Chengdu Major and ESL One Hamburg in 2019. TNC is also one of the few SEA teams that consistently made it into The International, qualifying for four consecutive years from 2016 to 2019.

TNC Predator is regarded by many to be the best Dota 2 team in SEA. | Source: IGN

Another member of the Philippines’ esports arsenal is Alexandre “AK” Laverez. He is a professional Filipino Tekken player who brought home the silver medal at the 2019 SEA Games. AK is incredibly well-known in the global Tekken esports scene since 2013. At that time, he managed to place third in the Tekken Tag Tournament 2 Global Championship despite being only 13 years old. In addition, he also won the runner-up position at the WEGL Super Fight Invitational and EVO Japan 2019.

However, Indonesian esports teams also do have their own set of accomplishments. When compared to most esports organizations in other Southeast Asian countries, the Indonesian esports team is incredibly popular. In fact, the three most popular esports teams in Southeast Asia (EVOS Esports, Aura Esports, and RRQ) are all based in Indonesia.

Esports Tournament Ecosystem in Southeast Asia

The number of esports players and viewers in a region can only grow if its ecosystem is healthy and thriving. Fortunately, the esports industry in Southeast Asia has a lot of potential. Lisa Cosmas Hanson, President of Niko Partners, even said that it is incredibly likely that SEA will become a global esports center in the future. To test this prediction, we can take a look at the number of esports tournaments held in the region.

“In 2020, there were over 350 major tournaments held in the Southeast Asian region. This figure does not even include amateur or small-scale tournaments,” said Darang.

Phoenix Force from Thailand won FFWS 2021. | Source: The Strait Times

The esports tournament prize pools in SEA are also quite large. Free Fire World Series (FFWS) 2021 is, by far, the esports tournament with the largest total prize pool in the region, reaching $2 million USD. Furthermore, this tournament broke the record for the largest viewing numbers in all of esports. During its peak, FFWS 2021 managed to accumulate viewership numbers of 5.4 million people. In comparison, the 2019 League of Legends World Championship — the previous title holder of the largest audience in an esports tournament — only had a peak of 3.9 million viewers.

Besides FFWS 2021, another esports tournament that offers a massive prize pool is the ONE Esports Singapore Major, which has a hefty $1 million USD prize pool. In 2018, another Dota 2 tournament held in SEA, the Dota 2 Kuala Lumpur Major, also had a $1 million USD prize pool.

Currently, many esports leagues in Southeast Asia implement the franchise model, which is predicted to be the trend in the future. An example of these leagues is Mobile Legends Professional League Indonesia (MPL ID). There is also a rumor that MPL Philippines will be adopting the franchise model in Season 8. The Free Fire Master League has also used a league system similar to the franchise system. Each team is required to pay a certain amount of money if they wish to participate in the FFML. Esports organizations also have the choice to include more than one team to participate in the league. This contract between esports teams and the tournament organizers usually only lasts for the duration of one season.

Featured Image: Freepik. Translated by: Ananto Joyoadikusumo

How Video Games Change Communication Behavior and Social Interaction

Have you ever known someone chatty on the internet, but is secretly a quiet and introverted person in real life? Or maybe, you are this person. The online era has been vastly affecting how people communicate with one another. Video games, whose growth has been catalyzed by the internet, are also used by more and more people as a medium to socialize. Of course, there are implications to this new trend of social behavior, which will be discussed thoroughly in this article. However, before digging deeper into this topic, let us first take a look at the history of human interaction.

 

The Evolution of Human Communication Tools

Humans are inherently social beings. Communication is the key to the survival of our ancestors and even us today. However, humans have changed their method of interaction according to the technologies or tools that exist at specific time periods. As technology continues to develop, our socializing habits evolves as well. According to a paper called the Development of Communication Technology and its Impact on Human Life, there are four distinct eras that distinguish human interaction methods.

The oldest era took place in 4000 BC when writing was the main tool for communication. The second was commenced when Gutenberg invented the printing press in 1456. Newspapers then came around at 1600. In Europe, the first newspaper printing came from a German company called Aviso di Wolfunbuttel. In Indonesia, Medan Prijaji was the first national newspaper, which operated from 1907 to 1912, according to Kompas.

Matchmaking bureau column in an old newspaper. | Source: Hipwee

Newspapers, as you may have already known, are a form of one-way communication. It is simply impossible to “reply” to a piece of news. However, newspapers in the past have been used as a tool to find friends or even lovers. Indeed, there is a designated “matchmaking” section in old newspapers. The “pen pal” section is usually less common, although I have personally made a friend during elementary school by finding their contacts in a newspaper.

Proceeding from the era of writing is the era of telecommunications. The radio and Films are the primary inventions that formed this era. The term “radio waves” was first coined by the German physicist Heinrich Hertz in 1887. However, it was not until 1896 when the first radio transmitter and receiver were invented by Guglielmo Marconi. Four years later, in 1900, radio began to be used commercially.

In Indonesia, the first generation of radio stations appeared around 1925 in Malabar, Central Java. Radio Republik Indonesia (RRI) was founded on September 11, 1945. This day was later also commemorated as National Radio Day, according to Kompas. Usually, in the past, the radio was used to give greetings to your family or friends, although there is no guarantee that the radio announcer will broadcast our message.

The telecommunications era also includes the arrival of television, which gave way to a variety of communication services. Just like newspapers and radios, TVs are a one-way communication tool. A person can use TV and radio to make announcements to the public, but the listener/audience cannot interact with the messages conveyed. This limitation, however, will later disappear in the fourth era.

The Internet emerged in the era of interactive communication. | Source: Deposit Photos

The fourth era in communication history is called the era of interactive communication. As its name suggests, two-way communication became the norm, and technologies such as satellites, computers, and the internet helped form this trend. According to Forbes, the communication industry in the 1990s underwent major changes thanks to the advent of these brand-new techs. They also established a new array of communication mediums, ranging from email, instant messaging, Voice Over Internet Protocol (VOIP), internet forums, social media, and also online games.

Just like other previous communication tools, social media also evolves from time to time. Friendster, one of the world’s first social media, used to be very popular back in 2001. LinkedIn, founded in 2002, became the standard social media for working professionals. 2 decades later, LinkedIn is still incredibly popular, having more than 675 million users, according to Mary Ville. In 2004, Mark Zuckerberg founded Facebook, which has billions of users today. And two years later, Twitter was founded with the concept of a microblogging site.

Between 2010 and 2011, the emergence of Instagram, Pinterest, and Snapchat changed the focal point of social media content towards images. After the release of TikTok in 2016 by a Chinese company called ByteDance, the mainstream social media content shifted yet again, this time towards short videos. The existence of TikTok is also proof that netizens are now more fond of consuming videos.

Social media is constantly evolving. | Source: Marry Ville

The existence of social media provides several conveniences to us humans, such as connecting with friends or family who live far away. It is also much easier for us to find and connect with people who have the same interests as ours. If you like gaming, you can easily find a gaming community online.

However, social media undoubtedly also has its downsides. Social media is designed in such a way that you can only see the content that you like. Therefore, it can act as an echo chamber that reinforces your biases and polarizes your beliefs. Another problem that commonly arises on social media is cyberbullying, which is caused by the vast anonymity that the internet provides.

Despite its many pros and cons, it is undeniable that social media makes communicating much faster, easier, and cheaper. In the past, you had to consider roaming costs when calling people in different provinces. Now, you can easily connect with people who live in other countries or even continents.

Today, the game is predicted to be the new social media. The arrival of the internet may have single-handedly revolutionized the video game industry. It gave birth to many of the popular online games we know back then, such as Lineage and Starcraft in 1998 or Counter-Strike: Global Offensive in 1999. Initially, online games were used as a means of personal entertainment, similar to offline games. However, especially after the COVID-19 pandemic hit, online games nowadays are mostly used as a medium to hang out, interact, and collectively have fun with other people. 

 

How Games Affect Social Interaction

What comes to your mind when you hear the word cool? Of course, everyone has a different definition or interpretation of being cool. For high school students, for example, cool might be associated with someone who is in a music band, a sports team, or student council presidents. In the past, video game enthusiasts were often labeled as nerds or maybe even losers. Fortunately, the trend today has changed. Now, people who are good at playing games have their own charisma. Being professional esports athletes is a dream for many people in today’s society, even though the chances are extremely slim.

The rise of Pay-to-Win (P2W) games also brought a lot of attention to people who spend a lot of money in-game, often crowned as sultans. Influencers in the gaming world even create content about how much money they spend to acquire certain characters or items. For example, Indonesian YouTuber, feraldoto, spent Rp. 64 million to get Albedo C6 on Genshin Impact.

Unfortunately, many of the negative stigmas attached to gamers still persist until this very day. For one, many still assume that gamers are anti-social or loners. Unknowingly to people with these false beliefs, many people make new friends — or even lovers — through online games. Not only that, in some countries — such as South Korea and China — gaming is considered a social activity. In 2003, Mark Griffiths, a lecturer at Nottingham Trent University, released a study on online gaming. He conducted a survey consisting of 11 thousand Everquest players. From the survey, Griffiths found that 25% of the respondents’ favorite part about Everquest is the element of socializing. Therefore, the idea that gamers are anti-social is extensively misleading. 

In 2007, he repeated the experiment with a different community in online gaming. This time, he gathered 912 Massively Multiplayer Online (MMO) gamers from 45 countries who spent an average of 22 hours a week playing games. From the study, he also concluded that online games are a highly interactive social environment.

Ten percent of the survey’s respondents even ended up in a romantic relationship outside the game,” Griffiths mentioned in BBC. “In-game socialization is actually a concept that has been around for a long time.” And in 2020, when the whole work was brought to a lockdown, more and more people came to the realization that gaming is more than a form of entertainment; it is also a place to socialize and interact.

Last year, gaming has been used as a hangout spot between friends. Important moments, such as birthdays or even weddings, are celebrated inside games. Games have also been used as a medium to show condolences. When streamer Byron “Reckful” Bernsten died in July 2020, World of Warcraft gamers gathered at several locations in-game to pay their respects to the WoW legend.

The Effect of Anonymity On Social Interaction

A person’s behavior in cyberspace is not always the same as his/her behavior in the real world. One of the main reasons why this happens on a vast scale is the anonymity that the internet provides. In online games, for example, rarely anyone uses their real name as his/her in-game name. According to the journal The positive and negative implications of anonymity in Internet social interactions: “On the Internet, Nobody Knows You’re a Dog”, hiding identities can have both positive and negative repercussions.

According to the Social Identity Model of Deindividuation Effect (SIDE) theory, anonymity has the benefit of increasing the effectiveness of a particular group. However, this only applies when all group members completely hide their identity and thus are unidentifiable to each other. If one or more people fail to keep their anonymity, the benefit will cease to exist. Anonymity also eliminates the salience of personal features while enhancing social identity and group immersion.

Anonymity can have both good and bad effects. | source: Deposit Photos

The strength and chemistry in anonymous communities can also bring precarious consequences. One of the most alarming negative effects of anonymous groups is their ability to disrupt major groups using radical ideas. For example, if a minor group of people hates the Indonesian government, they can gather followers to overthrow the government using anonymity.

However, another positive impact anonymity brings is empowering marginalized groups such as women and people with disabilities. Based on the equalization hypothesis, anonymous communication via the internet can balance the “power” held between minor and major groups.

In the real world, we tend to treat people based on their race, gender, appearance, and so on. In cyberspace, however, we cannot see or judge these social cues, prompting us to treat everyone fairly. For example, someone might try to act cool in front of an attractive person of the opposite sex. This cannot occur in internet forums since he/she cannot see the appearance of other people.

The last and probably most obvious advantage of anonymity is privacy. Generally, anonymity has three links to privacy: recovery from social injury, catharsis by expressing their emotions freely, and autonomy by trying new behaviors or activities without having to worry about being judged by the public or known people. Unfortunately, the autonomy and protection that comes from anonymity can also catalyze reckless behavior that might go unpunished.

 

Conclusion

Playing games is no longer considered an antisocial hobby or merely a form of personal entertainment. Today’s games, especially with the current pandemic lockdown, became a medium to interact with friends or new people on the internet. In the past year, gaming has provided a place to hang out and celebrate important moments in people’s lives. 

However, people in the gaming world, or cyberspace as a whole, often put on a mask that does not represent their real-world behaviors.  Due to the protection of anonymity, nobody is afraid to be judged by their appearance, race, or other social cues. 

People in the past have believed that friendships in the online world are pretentious and fragile. However, there are a bunch of internet applications that we can use to stay connected with our friends anywhere around the world, from WhatsApp, Facebook, to Discord. I myself am still in touch with friends that I met in Ragnarok Online from the early 2000s. News about gamers who found the love of their life from games is also common nowadays. Therefore, relationships formed on the internet or online games can, indeed, be very strong and long-lasting.

Translated by: Ananto Joyoadikusumo. Featured Image: Nintendo.