Asoif Esport Executive Summary 0
Asoif Esport Executive Summary 0
OF SUMMER OLYMPIC
INTERNATIONAL FEDERATIONS
IF GAMING AND
ESPORTS STRATEGY
SEPTEMBER 2021
IF GAMING AND ESPORTS STRATEGY
Contents
1 Foreword 04
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IF GAMING AND ESPORTS STRATEGY
1
Schmidt, WBSC Executive Director, Thierry Weil, FIH esports industry, including gaming publishers,
CEO and Thomas Lund, BWF Secretary General. esports competition organisers and IFs which were
already active in the esports ecosphere. This report
ASOIF´s Future of Global Sport Report, published in aims to deliver a clear understanding of the gaming
2019, concluded that in a fast-evolving world, sport and esports market landscape, to support IFs in
is increasingly subjected to technological, socio- devising a structured approach on how to address
economic and geo-political developments that all strategic questions and most importantly, to outline
sports governing bodies must anticipate and be strategic positioning options to help IFs define a
prepared to respond to. This report was reviewed way forward. The research has provided extensive
at the start of the Covid-19 pandemic in 2020 and information for our various internal groups and
the subsequent report, published internally to our resulted in some recommendations for our IFs.
members, highlighted the acceleration of many
trends which were already in play, including the ASOIF and PwC conducted two series of
growth of gaming and esports. workshops in February and June 2021 with
participants from 20 IFs. In addition, a number of
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IF GAMING AND ESPORTS STRATEGY IF GAMING AND ESPORTS STRATEGY
List of Contributors
◥ Sean Parry, Commercial Strategy Director, ◥ Gustavo Arellano, Head of Commercial
Zwift Development, FIBA
◥ Jie Yun, Head of Brand, Tencent Esports ◥ Christian Volk, Director eFootball & Gaming, FIFA
◥ Miaobo Gong, Senior Brand Manager, ◥ Kelly Fairweather, Chief Operating Officer, ITF
Tencent Esports
◥ Horst Lichtner, General Secretary, IIHF
◥ Roger Lodewick, Chief Executive Officer,
Dreamhack ◥ Michael Rogers, Innovation Manager, UCI
◥ Philippe Guigné, Founder, Virtual Regatta ◥ Scott Over, Commercial Director, World Sailing
◥ Kerry Hopkins, Senior Vice President, EA ◥ Shinji Namekawa, Head of Global Business
Development, Konami Digital Entertainment
◥ Dylan Budd, Head of Legal, EA
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IF GAMING AND ESPORTS STRATEGY
+5%
168.9 177.2
160.6
Over the last years, there has been a growing enthusiasm around gaming and 152.1
+5%
esports with both sectors becoming increasingly commercialised…
168.9 177.2
152.1 160.6
2
Continue to Thrive Across the Global Games Market 2021 2022 2023 2024
a friend or a foe?
of gaming/esports
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IF GAMING AND ESPORTS STRATEGY IF GAMING AND ESPORTS STRATEGY
Gaming and esports attract young audiences Esports has been developed Gaming and esports are expected
across genders and territories, hence, using the same fundamentals to grow significantly over the
playing an active role in the ecosystem for as traditional sport, consequently coming years, hence offering
the virtual version of the sport will help it could be considered as a new opportunities to leverage
to connect with younger audiences, genuine competitive discipline IF’s Intellectual Property, events
extend fan bases and strengthen with different requirements, and access to fans to drive
relevance of the sport rules and formats commercial revenues
Revenue Risk of financial The ecosystem The acceptance The IF must invest The gaming
potential for and reputational requires flexibility of the community financial and product requires
sports-related damages and agility is unpredictable human resources regular updates
gaming/esports
likely limited
The sports genre The IF may face Given the market As the game It requires To keep the
has low share of reputational and/or dynamics, the IF development is a dedicated community engaged,
the gaming and financial damages and its partners hit-or-miss industry, resources to it is crucial to launch
esports market, in case of must act with there is no guarantee activate the gaming new features
hence, the revenue data breaches, agility and adapt that a game will be and/or esports and enhance the
potential might integrity issues or to changing accepted and played segment and to gameplay on
Engagement with new audiences Creation of additional business vertical Generation of new revenue streams be limited ethical concerns behaviours quickly by gamers build an community a regular basis
Each IF must carefully firstly understand and evaluate what are the opportunities (or opportunity costs) for engaging (or not) with gaming and/or esports Each IF must assess both opportunities and risks thoroughly as there might be reasonable arguments not to engage with gaming and/or esports
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1 2 3
Game title
The game (software) provides the foundation
for both gaming and competitive gaming (esports)
Gaming
3
Gaming refers to playing mobile, PC or console
games in a single or multiplayer game mode for leisure
or entertainment purposes
Esports
Esports refers to organised gaming competitions
(online or in-person) at a professional level and includes
both one-off events and season-long league structures
Introduction to
gaming and esports Within gaming and esports today the game is the central element around which communities are built.
Once a strong gamer base has been developed, competitive gaming can be established through organised competitions
Source: PwC Entertainment and Media Outlook
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IF GAMING AND ESPORTS STRATEGY IF GAMING AND ESPORTS STRATEGY
Gameplay authenticity
Players compete with others to become the Player takes on the role of a character(s) to offer a mobile-based version world and are played mainly
Battle Royale last one standing. Players can gather weapons,
armor, and other loot to gain power.
Role Playing have its own unique fantasy, specialization,
strengths, and shortcomings. on PC or console
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IF GAMING AND ESPORTS STRATEGY
Esports segmentation
The esports competition structure operates from grassroots to elite,
with competitions varying in formats (e.g. virtual, physical) and locations (e.g. online, in person)
On-site
Like in traditional
sports, only very
few gamers Amateur event/ Professional
become elite
festival event
players making
a living from
Elite
Competition environment
esports
The vast players
majority of
gamers play
competitively
for fun without
notable Online
success Semi-professional
gamers
Community Performance
activation focus
Grassroots
gamers
Degree of professionalism
Depending on the competition structure, events may target elite players only.
Also, technology enables participants to compete fully virtually with each other There are different game categories that differ in terms of complexity of the game play, hardware requirements and physical involvement
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IF GAMING AND ESPORTS STRATEGY
The development of a robust gaming and/or esports strategy is an iterative process and requires ◥ Developing an effective
agility as the market environment evolves quickly strategy is not linear:
it requires hypotheses
and multiple iterations,
revisiting earlier
assumptions once new
Elaboration Strategic Feasibility What's insights and information
of the positioning assessment next? are available
strategic vision option design
◥ IFs should first develop
a vision for their role in
gaming/esports
4
based on internal
and external factors
◥ If there is no
What is the long-term What are strategic What are the What long-term agreement on
opportunity and vision? options for IFs to IF-internal and roadmap to follow? feasibility, the
And which type of successfully position external dynamics What to do in short vision and strategic
gameplay is the in the gaming/ impacting strategic term to engage in positioning need
most promising? esports segment? decision making? gaming/esports? revisiting in a new
iteration round
◥ Investment
requirements
and partnership
IFs’ strategic
models, as well as
business cases are
to be looked at only
The development of a strategic positioning follows an iterative process
positioning options
when vision,
positioning and
feasibility are clear
Source: PwC Entertainment and Media Outlook
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IF GAMING AND ESPORTS STRATEGY IF GAMING AND ESPORTS STRATEGY
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Physical
Physical/virtual Non-physical /virtual
extension No gamification extension
Non-physical gamification gamification gamification gamification
Comment
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IF GAMING AND ESPORTS STRATEGY IF GAMING AND ESPORTS STRATEGY
The IF licenses relevant IP to 3 rd parties (e.g. publisher) for exploitation in the gaming sector.
IP exploiter The IP is incorporated into a gameplay developed by a 3rd party. Internal factors impacting the strategic positioning External factors impacting the strategic positioning
The IF collaborates with 3rd parties to produce (and enable user-generated) gaming
Engagement driver content which is leveraged to engage fans and gamers/athletes via owned channels. Strength of IP Market size
Gaming
Which own (or syndicated) compelling IP can the What is the estimated addressable market size
The IF creates its own game with the options ranging from developing a less complex arcade game towards a
Game developer IF successfully leverage in gaming and esports? in gaming and esports as of today and in ten
hybrid game. Ultimately, the IF aims for greater engagement amongst fans and gamers/athletes through gaming.
years' time?
What access does the IF have to the global How tough is competition in the marketplace
The IF licenses relevant IP related to its events to 3rd parties for exploitation in the esports
IP exploiter sector. The IP is incorporated into esports competitions organised by a 3rd party.
sports community? considering the dominance of any existing players?
The IF collaborates with 3rd parties to produce (and enable user-generated) esports content
Engagement driver distributed on owned channels and to directly engage with the esports community.
Value added services Investment requirement
Esports The IF offers governance services to event promoters sanctioning on/offline esports How can the IF add value to the ecosystem by What is the need for investment incl. potential
Governance services competitions which are played on either non-physical or virtual extension games. leveraging existing assets and demonstrating funding to establish IF with a clear value
capabilities? proposition?
Assessment of internal assets and capabilities that can Market assessment to understand the implications of a
The IF provides a virtual competition platform enabling gamers/athletes to join
Platform developer organised tournaments for non-physical or virtual-extended gameplays.
be leveraged to execute on a strategic positioning developed strategy
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◥ Discuss partnership options ◥ Search for developers ◥ Go to the market and initiate ◥ Launch an RFI process to get
with an established game interested in launching a an open-source development innovative ideas and assess
This report is
publisher (mobile) sport title competition business opportunities
produced for
non-commercial
◥ Identify opportunities where ◥ Leverage existing assets/IP to ◥ Identify promising gameplay ◥ Disclose clear strategic purposes and all
the IF can add tangible value contribute to the partnership designs conceptualised by objectives that are of relevance graphics and images
to the publisher developers for the IF are for illustrative
◥ Access IF’s network and purposes only.
◥ Use the gaming/esports channels to promote the game ◥ Provide assets/IP developers ◥ Develop strategic options once
segment as a testing field can incorporate into the market feedback is clear Photos:
for new ideas gameplay
World Rowing
World Sailing
World Baseball
Softball Confederation
ESL
Getty Images
Moving forward, IFs can explore different alternatives on how to play an active role in the gaming and/or esports segment despite Design:
being at an early development stage
Touchline
(www.touchline.com)
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