Investment in esports, Europe and the United States seeking “results” and Asia seeking “brand recognition”

* This article is a paid service of Digiday[Japanese version]a media for next-generation leaders responsible for branding.DIGIDAY+This is a reprint from.

During the third weekend of May 2023, teams from around the world will compete for a prize pool of $250,000 in the League of Legends international competition (Mid-Season). Invitational (hereafter MSI) has come to a close again this year. This tournament is one of the few annual international esports competitions and has attracted a lot of attention from esports fans around the world.

MSI is an opportunity for brands to enter two big esports markets simultaneously. But for marketers looking to do just that, it’s crucial to understand the huge differences in fan bases in these remote regions. Digiday reached out to a range of experts, including marketers, esports executives and media buyers.

“It can’t be uniform,” said Dan Conti, global head of live sports games at Wavemaker. “India and Australia are very different from the US, Europe and other markets.”

Asian esports fans care more about competitive success

In the West, it’s common for industry veterans to play professional games under franchise leagues like the League of Legends Championship Series and the Overwatch League. It is called “e-sports”. However, these leagues represent only a small fraction of the Western professional gamers, and are generally more interested in individual creators than high-level team battles.

“In the U.S., almost no one cares about esports and it’s a completely influencer-driven market,” said Maxim Vironogov, chief business planning officer and general producer at esports content production company Weplay Studios. It is.” “It’s important that personalities, shows, and competitive games are not esports, but influencer games like Twitch Rivals.”

In Asia, on the other hand, competition is killer content. The few individual influencers who can garner the endorsement of many users are the most successful professionals, like Lee Sang-hyuk, better known as “Faker,” who is the player and owner of South Korean esports team T1. Most likely a player. In the West, winning is just one way for esports organizations to establish their own brand identities. Winning is the only way to go in Asia, and brands looking to partner with Asian esports organizations would be wise to take note of this.

“It’s very important to stress that this is a relative difference,” said Carlos Arimurn, CEO of Southeast Asian esports media company ONE Esports. “I’m not saying influencers aren’t important in Southeast Asia. It’s a truism that influencers are important. What I’m saying is that there are different degrees of importance.”

Asia’s esports audience is diversifying

Source: BusinessInsider

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