Video: Winner takes all: Unlocking the opportunity in video games and esports.

Even without the pandemic, esports was set to continue its growth over 2020. By the end of 2020, esports had had quite a boost while other sports were canceled. And whilst esports is a large market, it’s still often misunderstood by those unfamiliar with it. This panel recently looked at not only how Covid had changed esports but also how traditional broadcasters can engage with this popular entertainment segment.

The session starts with an overview of the Asian esports market with Daniel Ahmad from Niko Partners. In 2019 there were 1.3 billion gamers in the whole market. In China, there were 321 million PC gamers who spent around $14.6 billion, plus a mobile gaming population which, by 2024, will have doubled their spending to $32 billion across 737 million gamers.

With esports clearly on the rise, the Sports Video Group’s Jason Dachman has brought some of the key players in esports together, Anna Lockwood from Telstra, Steven Jalicy from ESL, David Harris from Guinevere Capital and Yash Patel from Telstra Ventures. Straight off the bat, they tackle the misconceptions that mainstream media has regarding esports. Steven from ESL says people are quick to dismiss the need for quality in esports. In some ways, the quality needs, he says, are more demanding. David Harris says that people overstate esports’ size today and underestimate how big it will be in the future. Anna Lockwood on the other hand sees that people don’t realise how different and powerful the stories told in esports are.
 

 
Asked to talk about how Covid changed ESL’s plans in 2020, he explained that at the final count, they had actually done more events than last year. ESL had already switched to remote working for much of the technical roles in 2018, at the time seen as quite a forward-thinking idea. Covid forced the rest of the workflows to change as stadium appearances were canceled and gamers competed remotely. Fortunately, the nature of esports makes it relatively easy to move the players. Post-Covid, Steven says that arenas will be back as they are very popular and an obvious focus for tournaments. Seeing players in the flesh is an important part of being a fan. But much of the technical changes, are likely to stay at least in part.

Jason Cacheman asks the panel why esports on linear TV hasn’t been very successful. Many of the panelists agree that the core fans simply aren’t that interested in watching on linear TV as they already have a set up to watch streamed which suits them, often, much better. After a question from the audience, their suggestions for incorporating linear TV into esports is to acknowledge that you’re talking to a group of people who are interested but really don’t know, possibly, anything at all. Linear TV is a great place for documentaries and magazine shows which can educate the audience about the different aspects of esports and help them relate. For instance, a FIFA or NBA esports tournament is easier to understand than a Magic: The Gathering or League of Legends tournament. Linear TV can also spend time focussing on the many stories that are involved in esports both in-game and out. Lastly, esports can be a conduit for traditional broadcasters to bring people onto their digital offerings. As an example, the BBC have an online-only channel, BBC Three. By linking esports content on both BBC Two and BBC Three, they can get interested viewers of their broadcast channel to take an interest in their online channel and also have the potential to appeal to core esports fans using their digital-only channel.

Other questions from the audience included the panel’s opinion on VR in esports, use of AI, how to start working in esports, whether it’s easier to bring esports engineers into broadcast or the other way round. The session finished with a look ahead to the rest of 2021. The thoughts included the introduction of bargaining agreements, salary caps, more APIs for data exchange, and that what we saw in 2020 was a knee-jerk reaction to a new problem; 2021 will see real innovation around staying remote and improving streams for producers and, most importantly, the fans.

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Speakers

David Harris David Harris
Managing Director,
Guinevere Capital
Steven Jalicy Steven Jalicy
Global Head of Streaming,
ESL Gaming
Anna Lockwood Anna Lockwood
Head of Global Sales,
Telstra Broadcast Services
Yash Patel Yash Patel
General Partner,
Telstra Ventures
Jason Dachman Moderator: Jason Dachman
Chief Editor,
Sports Video Group

Video: What is esports? A crash course in modern esports broadcast

With an estimated global revenue of over USD1.1 billion1 and a global audience of almost half a billion people2, esports is a big industry and all accounts report it as growing. Although it sounds different, when you look behind the scenes, there’s actually lot of equipment and production that a broadcaster would recognise, as we showed in this behind the scenes footage that we featured in a previous article

Press play below as a taster before the main video to be a fly on the wall for five minutes as the tension mounts at this esports event final.

In this today’s talk from the Royal Television Society, Thames Valley, we’re introduced to esports from the bottom up: What it is, who does it and which companies are involved. I think esports is special in its ability to capture the interest of the broadcast industry, but exactly what it is and how it’s structured…few actually know. That’s all changing here, with Steven “Claw” Jalicy from ESL.

Steven explains that ESL is the largest company that runs tournaments and competitions outside of the games publishers. He explains that, unlike sports such as tennis, athletics and football which don’t have ‘owners’, all esports games have publishers who are able to control the way that gaming happens and have the ability to run tournaments themselves or, in effect, franchise this out around the world.

 
Steven takes us through the broadcast chain. Usually held in a stadium, OB kit and temporary set ups are nothing new to to the broadcast sports community. The first thing which is a change however, is ‘in-game’. There’s a lot more to covering esports than tennis in as much as for a tennis match you can turn up with some cameras and ball tracking kit and televise the games. Whilst doing it well is by no means trivial, with esports there are many more levels due to the fact that we have human players who are playing computer characters; to experience both the real and the in-game drama you need camera angles both in the real world and within the game. These in-game camera operators are call observers and just like real-life camera operators, their task is to capture all the action of the game. Sometimes this is done by following the players, sometimes by a birds-eye-view camera, depending on the game and, as ever, the publisher.

Naturally when you have a peak viewership of over a million people, streaming and live content distribution is really important. ESPN and, more recently, Eurosport have been airing esports so it’s important to realise that linear distribution is very much part of the mix for esports, it’s not an on-line only thing, though most of the numbers shared are the verified streaming numbers.

Steven talks about some of the challenges ESL faces in delivering the highest quality streams with so many tournaments happening and then moving to remote operation.

ESL prefers to build their own hardware for several reasons that Steven explains which include having the result fully-customisable and simplifying replacements. Similarly, ffmpeg and other open-source encoding is favoured for similar reasons.

The discussion finishes off with an extensive Q&A session including the ‘sanctity’ of the players’ equipment, the threshold for choosing to use vendor equipment (EVS vs Mediakind), transport over the internet and much more.

Watch now!
1Statista revenue report
2Statista eSports audience report
Speakers

Steven Jalicy Steven “Claw” Jalicy
Global Head of Streaming,
ESL Gaming