One of these trends in the sports business is E-sports fan interaction. You immediately command the room’s attention once you say it. It makes sense given the extremely high engagement rates and virtually unfathomable idea to non-players. It’s safe to assume that e-sports are growing and likely haven’t hit a growth plateau like their more traditional counterparts.
E-sports fan interaction, to put it simply, is the practice of professional players engaging in computer games while being watched and heard by an audience. Although there are many options, most people like to choose games with a lot of action.
By giving the game developers the rights to national teams and championships, UEFA was one of the first organizations to recognize the growing influence of E-sports fan interaction. Taking into account the expansion potential in the video gaming and booming eSports sectors, it continues to divide the commercial video gaming category into three divisions.
In a summary, a recent report by market researcher Newzoo shows that E-sports fan interaction is increasing at a rate of roughly 43% a year, reaching $463 million in 2016. E-sports revenue is projected to reach $1.1 billion by 2019. E-sports fan interaction now have 131 million fans (up 27.7%) and an additional 125 million casual viewers who mostly watch the major international competitions.
All of the primary revenue sources from traditional sports apply to E-sports fan interaction. You name it: retail sales, television rights, ticket sales, and sponsorship. However, it’s most obviously NOT a digital copy and paste of live traditional sports. There is a lot to learn from it because it developed naturally from millennials’ interests and behaviors. mobasport.com will provide some of information for you in this post.
1. E-sport is very inclusive.
Anyone is welcome to participate and give playing professionally a shot. Yes, at first it can seem strange, but this is about video games. And it’s true that professional e-athletes put in a lot of training time. However, the entry barrier is substantially smaller than it is in conventional sports. The ability to watch and follow anything may lead a person to believe that they are better equipped to make decisions than the players themselves at some time (most fans experience this regardless of their team or sport). Therefore, one might attempt the approach themselves rather than gently discussing it with other people. It’s clear-cut and easy, and everyone is welcome.
2. Everyone chooses the role they associate themselves with.
For a player, broadcaster, analyst, or spectator, there is hardly any entry barrier, and switching between these roles is also very easy. For instance, social live streaming is huge, with platforms like Twitch seeing growth of approximately 20% month over month. If you wish to, you can work as a broadcaster. whether you believe you have something to say about well-known players or perhaps you have your own set of tricks, start streaming right away to find out whether you were correct.
It is possible to start and, in certain situations, build your audience to one million within a short period of time without having a well-known manager or attending expensive training.
However, there is a distinction for major events, as international broadcasters like ESPN and Acquisition Blizzard enter the picture. With all the appropriate sophistication, it is actually very comparable to any other sporting event. (In actuality, it is off-topic for this blog article. If you are interested, let us know.
3. There is a strong momentum factor in e-sports.
Because of the ‘live in the present’ mentality that surrounds youth, millennials adore momentum. They clearly favor Snapchat over Facebook, which is no longer considered “cool” due to its instantaneous, constantly changing content.
The lifespan of E-sports fan interaction content is short. Players, analysts, and fans are interacting right now. A short while after the game, everyone had moved on and it was no longer significant. Therefore, fan involvement is either taking place right now or it isn’t. In this game, every minute counts, so you best use it to your advantage.
E-sports fan interaction rarely involves planning because Millennials are largely about spontaneity. Even major occasions and competitions need to be organized more quickly. Otherwise, there is a possibility that nobody will come up.
4. E-sport is global by nature.
The primary piece of equipment for players is a computer with access to the Internet, therefore real location is not very important. When players from several nations fight against one another or establish alliances, the time zones can provide a few difficulties.
Large live tournaments that frequently last for 48 grueling hours give it a local flavor at the same time. Due to the fact that it alters not only how people play and compete, but also how they watch and interact, E-sports fan interaction is at the forefront of VR technology development.
5. Fan engagement is what drives revenue for players and their channels.
It makes a significant difference between success and failure. First, consider the level of content: how are the gamers behaving? Is it a surprise? What kind of commentary is it? Is it witty, ironic, or technical?
The first stage is to create high-quality material, and the second is to use fan engagement strategies. After completing this initial stage of engagement control, the channel or player has greater difficulties in attracting and keeping audiences. E-sports fan interaction athletes participate in the events, sign shirts, and talk about their daily activities. But they also engage in a ton of social interaction because, as I said, anyone can pass them by, including that person in the crowd. Open Twitch and spend a few hours browsing if you’ve ever wondered how to get teenagers interested in watching live sports. Contact us instead; we have a few tricks.