Great Strides & Growing Pains Crash course on the Philippine esports & gaming industry Who am I? Hi, I’m Benj ● Started gaming when I was 5 years old – started with the Family Computer and got to try MS-DOS games ● Been part of Garena for the first 8 years of my career starting as community manager, esports manager and then as product manager for League ● Worked for an entertainment marketing agency as account manager for gaming, working closely with Globe Telecom on their esports and gaming projects ● Currently the AVP for Operations at Gariath Concepts Source: Newzoo Esports and the Esports Ecosystem Esports is a form of sport competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Esports & Gaming Ecosystem ALL GAMING Amateur Competitive Gaming Platforms/Channels Teams / Players Consumers Publishers Professional Competitive Gaming Brands Events Leagues Source: Newzoo Esports & Gaming Ecosystem ENDEMIC NON-ENDEMIC BRANDS PLATFORMS SPONSORSHIP REGULATION CHECKS AND BALANCE TECHNICAL RIGHTS FEES RIGHTS FEES SUBSCRIPTIONS + CPM PUBLISHER GOVERNMENT INSTITUTIONS LICENSING FEES CONTENT FEES + SPONSORSHIPS MEDIA 3RD PARTY PLAYERS PUBLISHERS DIGITAL ITEM REVENUE SPLIT PRIZE MONEY + REVENUE SHARING SALARY + REVENUE SHARING COMPETITIONS VIEWERSHIP CONCESSIONS MERCH + GATE GAME / CONTENT FEES TEAMS / AGENCIES MERCH DONATIONS Source: Catalyst Sports and Media FANS BROADCASTING TOOLS Western vs Eastern ● Tend to focus more on independent play and personal skill ● PC is still the dominant form of gaming entertainment. Can be attributed to fully developed wired internet infrastructure ● Tend to be more driven by Competition, Destruction, Challenge, Design and Discovery ● Stricter social bias towards gaming = limited hours to play at home = internet cafes (or PC bangs) flourished = communication, coordination and cooperation takes priority ● Mobile-first culture – could be attributed to lowering costs of smartphones and mobile data ● Tend to be more driven by 4Cs: Competition, Completion, Community and Challenge Sources: Niko Partners - GSEA (Greater Southeast Asia) Gamers Segmentation Analysis History of PH Esports Great Strides – PH Esports Milestones Ragnarok Online was launched in the Philippines Dota 1 was released The first Mineski Pro-Gaming League (MPGL) was held Southeast Asia’s first fully professional league (GPL) was established Garena Philippines was established Manila Eagles represented PH 2004 2011 2010 2003 Mineski was founded The first ESGS was held 2013 The first PH LoL team competed in Worlds 2011 (Pacific) The first PH Dota 2 team competed in The Dota 2 International (Mineski) 2015 Dota 2 was released Mineski.LoL qualified for Worlds Globe Conquerors Manila was held in the Philippines The first esports tournament broadcasted on Philippine free TV (LoL Worlds 2015 on AksyonTV) LoL Collegiate League started PeSO was recognized as the NSA for esports 2019 2017 2018 2016 2014 2012 League of Legends was launched in the Philippines ESL One Manila and Manila Major was held TNC won WESG, taking home a US$ 800,000 prize The Games and Amusements Board (GAB) became the regulating body for esports 2020 The Nationals started, the country’s first franchisebased esports league Esports was included in the 30th SEA Games Great Strides We’ve got a national sports association (NSA) There’s government recognition We have a lot of options in terms of games There are more events and leagues being created We have booming communities on the grassroots level Non-endemic brands are starting to notice the industry Growing Pains There’s politics involved and we need to get pass that Unclear government involvement in esports We lack a unified voice for esports industry stakeholders We need more people with fresh ideas and creative minds Cultivate more grassroot communities We need more people equipped with the right skills and the right mindset Public Perception How does the public perceive esports? • Unproductive pastime for children and teens • Addicting and unnecessary distraction • Not a real sport • Made only for men and teens/young adults • Not a viable career • But everything changed when the Fire Nation attacked is changing Anatomy of Philippine Video Games and Esports The Pinoy Gamer PH gamers by age bracket 36.70% 40.00% 43 million gamers 35.00% 30.00% 27.10% In the Philippines 22.40% 25.00% 20.00% 11.80% 15.00% 10.00% 2% 5.00% 0.00% 18-24 years 25-34 years 35-44 years 37% 63% 45-54 years 55-64 years Female Male 63% 33% 10% 36% watches gaming video content is part of the of the esports audience (watches esports-related content) watches gaming content but plays less than once a month are cross-platform gamers Popular Game Genres and Platforms Multiplayer online battle arena (MOBA) ✅ Accessibility ✅ Competition & Community Share per gaming platform First person shooter (FPS) ✅ Accessibility ✅ Easier learning curve Role-playing game (RPG) ✅ Accessibility ✅ Collection Fighting Games (FGC) ✅ Easier learning curve ✅ Easy to watch CONSOLE PC MOBILE 45% 65% 74% Career and Employment in the Esports Industry There is no one way to get into the industry Identify your passion point Learn new knowledge and essential skills Acquire experience Create connections Be a catalyst for change Career Pathways and Progression Pro Team Unit ● ● ● ● ● Player Team Analyst / Statistician Coach Manager General Manager Broadcast Unit ● ● ● ● ● ● ● ● Cameraman Audio Engineer Graphics Artist Equipment Specialist (Grip) Observer Shoutcaster/Host Production Director Esports Producer ● ● ● ● ● ● ● Content Unit Operations Unit Streamer Writer Video Editor Graphics Artist Social Media Manager Marketing Manager Content Manager ● ● ● ● ● ● ● ● Account Manager Project Manager Community Manager League Operations Logistics IT Human Resources Finance In Demand Characteristics and Skills Preferred degrees and extracurriculars ● No particular degree required but the more equipped you are, the better (e.g. Psychology graduates for HR, Marketing / Advertising graduates for Marketing and Content, etc.) ● Exposure to esports and gaming events and how they are run. If you are capable and have the time, volunteer for events Software competencies ● In today’s digital world, everything can be learned! ● But it would still be best if you have basic proficiency with the following: ● Office software programs (Docs, Spreadsheets, Slides, etc.) ● Image and video editing applications ● Email and email etiquette ● Social media ● Games! Characteristics and skills ● ● ● ● ● ● ● ● ● ● ● Ability to work under pressure Multi-tasking capability Time management Oral and written communication Problem analysis and solving Data-driven Reliable and dependable Team player Self-disciplined & self-aware Knows how to pace work Street smart References 1. 2. 3. 4. 5. 6. 7. Statista (2020, May). Share of gaming platforms in the games market in the Philippines as of April 2020, by type. Retrieved from https://www.statista.com/statistics/1133451/philippines-popular-gaming-platforms-games-market/ Statista (2020). Philippines video game market. Retrieved from https://www.statista.com/outlook/203/123/videogames/philippines Finck, Bryan (2020, August 15). The State of Gaming in Asia in 2020. Retrieved from https://medium.com/super-jump/thestate-of-gaming-in-asia-in-2020-f0b2c359ca09 Niko Partners (2020, July). Esports In Asia Report. Retrieved from https://nikopartners.com/esports-in-asia/ Elliott, Rhys (2020, May 4). The Philippines’ Games Market: Data and Insights. Retrieved from https://newzoo.com/insights/articles/data-and-insights-on-the-philippines-games-market/ Newzoo (2017, June 1). The Filipino Gamer | 2017. Retrieved from https://newzoo.com/insights/infographics/the-filipinogamer/ Niko Partners (2019, April). Greater Southeast Asia Gamer Segmentation Study. Retrieved from https://nikopartners.com/greater-southeast-asia-gamer-segmentation-study/ Thanks