IBC
article here
The Esports World Cup demonstrated a future in which
competitive video gaming blends with traditional sport and entertainment on a
global scale.
In many ways the competition to win the Esports World Cup
was a sideshow to the bigger picture laid out in Riyadh, Saudi Arabia of a
future that fuses sport, gaming, music, social media, fashion and film with
esports at its epicentre.
While the Saudi-backed Team Falcons defended its title on
home soil, the seven-week tournament was a showcase for how culture verticals,
both virtual and physical, are already mixing.
“Esports and gaming are no longer boxed in as being purely a
standalone experience,” said Mike McCabe, COO of EWC organiser Esports World
Cup Foundation. We see it as something much bigger.”
“Games are no longer just products but platforms to global
culture,” added Paul Cairns, EVP & Chief Business Officer, Electronic Arts
during a two-day conference running in parallel with the EWC final.
“There’s a reason we called it the ‘New Global Sports
Conference’ and not an esports conference,” said Ralf Reichert, CEO, EWC
Foundation. “In the not-so-distant future the lines will blur even more and
both sports and esports will go hand in hand.”
The gap between traditional sports and digital versions of
them are getting closer. F1 drivers, for example, spend 80% of their time in a
simulator to improve the 1% on track. F1 driver Lando Norris visited EMC25 and
was quoted as saying the skill on display was insane. “This is not hype,” said
Reichert. “This is excellence recognising excellence.”
Although esports has had to fight for acceptance at the head
table of governments, mainstream media and sporting governance in many
countries, that’s not the case in the Kingdom where support is sanctioned from
the highest level down. The Crown Prince of Saudi Arabia, Mohammed bin Salman
Al Saud, also known as MBS, attended the closing ceremony while state ministers
of communication, tourism, investment and sport took to the stage to espouse
esports as a fundamental pillar of the country’s 2030 pivot from oil to human
resources.
“He has grown up as a gamer,” said Reichert of MBS. “That's
why he understands this. It is endemic here but generational change across the
world means that political acceptance of gaming in esports will happen as a
matter of course and pretty quickly. This is not step by step. This will have a
huge impact across the world to the point where it will blend with most
traditional sports.”
That the majority (63%) of the country’s 36 million
population are under the age of 30 and 68% of identify themselves as gamers is
an indicator of esports domestic popularity.
“The reality is that everybody born on this planet going
forward is going to be a gamer,” McCabe said.
Traditionally, video games were a much more solitary
experience in which kids sat in their bedrooms playing with a console or PC.
Now games publishers are developing their products with mass participation and
cross-pollination of IP in mind.
“With esports you combine entertainment, technology and
sports which attracts a lot of young talent towards it,” said Paul Cairns, EVP
& Chief Business Officer, Electronic Arts (EA). “We are evolving from a
traditional video games company into more of a connected community driven
entertainment company.”
This is particularly the case for EA’s biggest franchises
like EAFC and NFL title Madden which have become massively connected online
experiences.
“The reason we've done that is to offer more for our players
to do in and around the game,” Cairns explained. “We’re also giving players the
opportunity to create by personalising their avatar or introduce other forms of
UGC. It's all about social interaction, self-expression and connection with
your friends.”
He added: “Gaming is the fastest growing form of
entertainment. We see the future of entertainment, much more like an
interactive connected game rather than a passive sit back experience. Those who
are natively interactive are in a really good position to lead that going
forward.”
One of the most exciting new developments is the
introduction of real world live sports matches streamed onto game platforms.
Earlier this year EA integrated live broadcast MLS games inside the EAFC mobile
app. The potential is for viewers to stream the match action live and then
simulate match highlights, putting themselves in as a player in the match.
“Now, you can do everything that we've always dreamed of,”
said Matthew Ball, CEO of consultancy Epyllion. “Could we out dribble Ronaldo?
Would we have made a better substitution? Could we perform at the level that we
imagined we always could? These forms of investment that are about intensifying
community, intensifying culture, bringing the game to geographies traditionally
overlooked or under invested. That’s where we're going to find the game
industry growing from 2030 and 2050.”
Everyone’s a creator and everyone’s invested in the game
An obvious synergy is at Amazon which is exploring links
between live sports matches streamed on Amazon Prime and its video game
streaming platform Twitch.
“EA’s Madden is streamed on its own Twitch channel via our
cloud platforms,” said Steve Boom, VP, Audio, Twitch & Games, Amazon.
“We’re exploring how we bring that together with the NFL matches we broadcast.
“One of the benefits of this form of trans media across
broadcast and video games is we have the opportunity to expose it to a huge
audience. Whatever the audience is for a typical NFL game [17 million in the
US], we can expose it to a gamer audience. Maybe we can instantly replay
[rendered as photoreal graphics] some of the plays that they just witnessed
live in the actual game. It's up to us to make it as simple as we can. If
viewers don't have a game controller, could they use a TV remote or their smartphone
as a controller and start playing. Stay tuned! There is some really cool stuff
coming!”
McCabe declared: “The next paradigm shift is the merger of
games with mainstream entertainment. We've seen it with IPs that have crossed
over from games to TV or games to movies – some amazing, some not so much.
Those lines are blurring from a combination of the technology that we have in
gaming and the technologies that are being created for TV. We build worlds for
games with Unreal Engine and film and TV creators use it to capture and create
on volumetric stages and virtual studios.”
Participatory IP is also on the rise. The gamer community is
encouraged to contribute and share their own content using game assets. Boom
added: “Everyone is a creator, everybody wants to be involved and it actually
builds affinity and retention in the game if they have a vested interest in
what's going on. We are building those kind of tools.”
‘King of Meat’, a new Amazon-published dungeon creator
action game released in October includes functionality allowing players to
create their own dungeons and to upload them for the community to play.
“This is an area where we really see AI playing a big role
because AI is going to make it a lot easier for the average person to create,”
said Boom. “I would expect to see an explosion of content from that coming
soon.”
AI to supercharge player participation
The industry has a long history of players making
modifications (mods) to games to make new games out of them. Just as in film
and TV production, Generative AI could democratise a domain that used to be the
preserve of financial gatekeepers and specialists.
“It shouldn't be foreign to games publishers either,” Boom
said. “Maybe you lose a little bit of control over your IP but at the same time
your IP gets bigger and people have a stronger affinity to it. The community
itself will eventually start enforcing its own standards and rules. If someone
tries to take the IP in a direction it shouldn't go, a vibrant community will
rein that in. In an age of infinite content, we believe the way to cut through
the noise is to build trust in a community. If you're an IP creator, you need
to get comfortable with the fact that this is where the world's going.”
Sony’s Chief Strategy Officer, Toshimoto Mitomo seemed
relaxed about the idea. “You're going to see interesting advances from the big
game development companies but like every new technology the really innovative
stuff is going to come from people we've never heard of.
“A lot of innovation will come from the AI-native generation
– kids who are graduating college now. For them, AI is just what you do. They
don't have to relearn the way they did things. That's why I think in the next
3-4 years we’re going to be blown away by what we see.”
Ball suggested that AI will accelerate the emergence of new
game experiences and original ways for how we play a game. “We will soon see
new genres being born as AI is adopted. I cannot underline how important that
is the growth of the games industry which hasn’t seen a new genre or
groundbreaking IP in a decade.”
Experiential and global
On the ground at EWC25 the organisers had extended the video
game world into a festival of gaming, music and entertainment throughout the
venue area of Boulevard City. This block of Riyadh is designed as an
entertainment and sports hub all year round. Ronnie O’Sullivan has a branded
snooker excellence club there. At EWC25, space was devoted to activations of
games open to the public, drawing more than three million visitors in the heat
of the summer.
McCabe explained: “Post COVID people have pivoted to
experiential moments so running the festival in parallel with the Club
Championship has been an opportunity for people to celebrate everything that's
gaming.”
Stars from the traditional sports world including Cristiano
Ronaldo, Tony Hawk and Alisha Lehmann made appearance to generate headlines.
YouTube creators The Sidemen were in town. Superstar game creator Hideo Kojima
(Metal Gear) talked about
the blurring boundaries of cinema and games. Post Malone and
K-pop boy group SEVENTEEN performed at the EWC opening ceremony which took its
cue from Super Bowl halftime shows. Norwegian Grandmaster Magnus Carlsen
brought the intensity of world championship chess to the EWC stage, winning the
inaugural event and $250,000.
Soccer star Alex Morgan, two-time FIFA Women’s World Cup
Champion for the USA, drew parallels between the rise of esports and women’s
football.
“Seeing these new esports formats being created in a lot of
ways relates to women’s sports because of the progress made. As an advocate for
women’s sports I see great change and it’s impressive to witness the change
that can be made even in a few months. The progress here in Saudi Arabia with
girls and women and the inclusion of them in sport is encouraging.”
By its own metrics EWC25 was a roaring success. It set new
records with 750 million viewers and a peak of 7.98 million viewers during the
second week’s League of Legends tournament. Some 340 million hours of content
were watched, outperforming 2024’s inaugural event across the board (the
comparative figures for 2024 saw 250 million hours of content streamed to 500
million viewers and a peak viewership of 3.5 million).
The effort to attract a wider audience outside the esports
community was centred on EWC Spotlight, a new global broadcast production
managed by IMG. In total, 7,000 hours of live content were produced (proudly
proclaimed to be second only to the 2024 Paris Olympics) across more than 800
channels and 97 broadcast partners including DAZN and ITV, in 35 languages.
Casey Wasserman who leads the Los Angeles Olympics 2028
Olympic committee was given a front row seat. He said: “There’s no question
esports will be a permanent part of the ecosystem 10 years from now. As the
technology evolves to where you’ve got billions of connected devices, zero
latency, 4K video and hundreds of people playing together in a peer-to-peer
environment, that then becomes a different version of esports, a different sort
of competition.”
As if the EWC were not enough, a new multi-title tournament
Esport Nations Cup was announced for November 2026 (also in Riyadh) which pits
national teams against each other. Nothing on this scale has been attempted in
esports before – and with good reason, since pride in playing for one’s country
has no legacy in the sports’ development. The Foundation is confident it can
change that.
“There are 600 million esport fans around the world and
that's already very significant. But there are more than three billion gamers
globally. That’s a gap we need to bridge,” said Mohammed Al Nimer, CCO, Esports
World Cup Foundation. “By leveraging national fandom and national pride we can
achieve an additional step to making it more mainstream.”
Focus on emerging markets
As with film and TV so it is with the business of gaming.
The mature markets like US, Germany, UK and even South Korea have stagnated and
the future hubs of global creativity belong to India, China and the Middle
East.
“In the US there are actually fewer active players on a
weekly basis than prior to the pandemic,” according to Ball. “South Korea has
also seen a 5-7% reduction in active players. Globally there has been
stagnation or marginal decline since the peak in 2021.”
Yet this is largely a western mature market issue. Emerging
markets are exhibiting growth as high as 6% a year. “Look no farther than the
Middle East and Africa where over the last five years an average of 45 million
new players have onboarded,” added Ball. “That’s more players in five years
than the US has in total. In parallel, close to 30% of total global player
growth in each of the past five years has come from the region.”
Ball predicted significant returns to growth globally over
the next few years as many billions of new players will be found “with billions
of new experiences to support them, but we have to look in slightly new areas.”
Key to this growth for Ball was not population demographics
or smartphone adoption, but regional specificity. “When we look outside of
North America, Australia, and Japan, we see very different leaders, much larger
players, and clear differences in culture, religion, in art.
“It’s not Ariana Grande, but Blackpink, it’s not Christmas,
but Ramadan. It is Bollywood or Chinese language movies dominating those
markets, not Hollywood. It is essential that games developers and international
content creators reflect this cultural understanding if they want to grow in
these markets."
No comments:
Post a Comment