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Esports is the nucleus of the videogames’ competition

November 6, 2020

Maribel Ramos-Weiner

Webinar 1 PRODU AMC Networks Esports

In the context of Esports Talks, that AMC Networks International-LA is holding together with PRODU, the first of four webinars in which the ecosystem of esports is being analyzed was held.

Leo de Biase, co-founder and Chief Relationship Officer of BBL, commented that in the videogame industry, esports is the nucleus of the competition and where all the companies and brands now want to be. They added that during the pandemic, their consumption grew a great deal due to the lack of traditional sports.

Both de Biase and Iris Córdoba, General Manager of Global Sports Innovation Center, powered by Microsoft, commented that the main protagonists of this business: publishers, who are the owners of the games; the audience; brands that want to approach an audience aged 18 to 35 and have to adapt to new ways to communicate; streaming platforms and tournament organizers.

Córdoba highlighted the professionalization of esports with the appearance of leagues, tournaments, and players’ contracts. “This is very positive because it generates employment and income. The challenge is how to generate a sustainable business model”.

For his part, Thiago de Mattos, Operations Manager in Gaming Culture/Representante Esports Charts Brazil, reported that in the last few years the business has grown in Latin America on all the platforms. It is estimated that in 2018 there were 43 million viewers, in 2019, 55 million and for 2022 there are expected to be 70 million.

Regarding the audiences that consume esports, he mentioned that it depends a great deal on the game and even on the country.

First Webinar: Esports Talks, AMC Networks International-LA